Generating a customized highlight sequence depicting multiple events

ABSTRACT

A customized highlight sequence depicting multiple events, and based on a user&#39;s personal characteristics, interests, and/or preferences, is generated and presented. The events can be sporting events, entertainment events, and/or the like. For example, in the context of sporting events, a determination is made as to what types of sports, teams, leagues, players, plays, and/or the like are of interest to the user. In at least one embodiment, the amount of time available to the user can be obtained, so that the length of the highlight sequence can be tailored to the available time. A customized highlight sequence is then generated and presented, containing those specific portions of the sporting events that are likely to be of interest, arranged in a manner that is likely to be entertaining to the user and comports with the time restrictions.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. application Ser. No.16/536,070, filed Aug. 8, 2019, which is a continuation of U.S.application Ser. No. 14/710,438, filed May 12, 2015, which iscontinuation of U.S. application Ser. No. 14/510,481, filed Oct. 9,2014, all of which are incorporated by reference in their entireties.This application is related to U.S. application Ser. No. 13/601,915,filed Aug. 31, 2012, which issued as U.S. Pat. No. 9,060,210 on Jun. 16,2015, and is related to U.S. application Ser. No. 13/601,927, filed Aug.31, 2012, which issued as U.S. Pat. No. 8,842,007 on Sep. 23, 2014, andis related to U.S. application Ser. No. 13/601,933, filed Aug. 31, 2012,which issued as U.S. Pat. No. 8,595,763 on Nov. 26, 2013, all of whichare incorporated by reference in their entireties.

TECHNICAL FIELD

The present document relates to mechanisms for generating and outputtingcustomized highlight sequences for sporting events, entertainmentevents, news, and/or the like.

DESCRIPTION OF THE RELATED ART

There are many services that provide game highlights, box scores, andcommentary for sporting events. Such services include, for example, newsprograms, sports channels, websites, and the like. In general, however,such services provide highlights based on some generalized determinationas to what sporting events are likely to be of interest to the generalviewer, and what portions of a sporting event are most likely to be ofinterest to the general viewer.

In general such services do not take into account the interests andpreferences of an individual viewer. What may be of interest to onesports fan may be uninteresting to another sports fan. Currentlyavailable services merely broadcast a game's highlights withoutconsidering the myriad preferences of individual viewers that can make asporting event more interesting or less interesting for them. Thisresults in the inefficient use of the sports fans' time, potential lossof viewership, and a concomitant decrease in advertisement revenue.

SUMMARY

Various embodiments of the technology described herein providemechanisms for generating and outputting customized highlight sequencesfor sporting events, entertainment events, and/or the like. For example,in the context of sporting events, a determination is made as to whattypes of sports, teams, leagues, players, plays, style of play, and/orthe like are of interest to a particular user. Such a determination canbe made based on information explicitly provided by the user, and/orautomatically by observing user behavior or extracting such informationfrom an external data source, such as an individual's profile on asocial network or the like. Other factors can also be taken intoaccount, such as what the user's friends may be watching, importance orexcitement level of the sporting events or of specific portions of thesporting events, external considerations such as rarity of events,and/or the like.

In at least one embodiment, the amount of time available to the user canbe obtained, so that the length of the highlight sequence can betailored to the available time. In at least one other embodiment, thedesire for highlight transitions that reveal the outcome of the upcomingsegment (“spoiler transitions”) vs. transitions that maintain thesuspense of the upcoming segment (“discreet transitions”) is elicitedfrom the user to further appeal to the user's specific preferences. Oncethe particular interests of the user have been determined, along withthe amount of time available, as well as the user's desire for discreettransitions vs. spoiler transitions, a customized highlight sequence isgenerated and presented, containing those specific portions of thesporting events that are likely to be of interest, arranged in a mannerthat is likely to be entertaining to the user and comports with the timerestrictions. In at least one embodiment, the customized highlightsequence is generated to present a cohesive narrative, and highlightsare automatically selected which tend to support that narrative.

In generating the customized highlight sequence, video and/or audioaccounts of the sporting events are obtained from any suitable source.This can include live broadcasts, recorded material, material fromonline sources, and/or the like. Specific clips depicting events withinthe sporting events are identified and obtained, and are assembled in amanner so as to generate a highlight sequence that is coherent, possiblyrelaying a compelling narrative of the desired events, and that reflectsthe user's interests.

Similar techniques can be used for non-sporting events, for example toprovide highlights of a movie, television program, news broadcast,and/or the like. Such techniques can be used for audio programming,audiovisual programming, text-based content, and/or the like.

Further details and variations are described herein.

BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying drawings, together with the description, illustrateseveral embodiments. One skilled in the art will recognize that theparticular embodiments illustrated in the drawings are merely exemplary,and are not intended to limit scope.

FIG. 1A depicts an example of an interface for presenting a customizedhighlight sequence, according to one embodiment.

FIG. 1B depicts an example of an interface for presenting a highlightsequence that is customized to suit a fan of one of the competing teams,according to one embodiment.

FIG. 1C depicts an example of an interface for presenting a highlightsequence that is customized to suit a fan of one of the competingplayers, according to one embodiment.

FIG. 1D depicts an example of an interface for navigating to acustomized highlight sequence, according to one embodiment.

FIG. 2A is a block diagram depicting a hardware architecture accordingto a client/server embodiment, wherein event content is provided via anetwork-connected content provider.

FIG. 2B is a block diagram depicting a hardware architecture accordingto another client/server embodiment, wherein event content is stored ata client-based storage device.

FIG. 2C is a block diagram depicting a hardware architecture accordingto a standalone embodiment.

FIG. 2D is a block diagram depicting one embodiment of the softwarecomponents of an application server according to one embodiment.

FIG. 2E is a block diagram depicting one embodiment of the softwarecomponents of an analytical server according to one embodiment.

FIG. 3 is a block diagram depicting a general purpose computing devicethat can be used to implement any of the computing devices shown inFIGS. 2A through 2C.

FIG. 4A is a flowchart depicting a method of generating a customizedhighlight sequence, according to one embodiment.

FIG. 4B is a flowchart depicting an iterative method of generating acustomized highlight sequence, according to one embodiment.

FIG. 5A shows an example of a table including information for a numberof possessions during an event in chronological order, in this case afootball game, according to one embodiment.

FIG. 5B shows an example of a table including information for thosepossessions where the possession priority is greater than or equal to 4,according to one embodiment.

FIG. 5C shows an example of a table including information for thoseoccurrences (plays) where the occurrence priority is greater than orequal to 180, according to one embodiment.

FIG. 5D shows an example of a table including information for thoseoccurrences (plays) deemed to be the 10 most exciting occurrences in agame, based on occurrence (play) priority, according to one embodiment.

FIG. 5E shows an example of a table including information for thoseoccurrences (plays) deemed to be the 15 most exciting occurrences in agame, based on occurrence (play) priority, according to one embodiment.

FIG. 5F shows an example of a table including information for thoseoccurrences (plays) deemed to be the 20 most exciting occurrences in agame, based on occurrence (play) priority, according to one embodiment.

FIG. 5G shows an example of a fantasy roster, according to oneembodiment.

FIG. 5H shows an example of a table including information for thoseoccurrences (plays) involving players on a user's fantasy roster,according to one embodiment.

FIGS. 5I, 5J, and 5K show examples of tables including information foroccurrences (plays) involving individual players on a user's fantasyroster, according to one embodiment.

FIG. 5L shows an example of a table including information for thoseoccurrences (plays) involving players on a user's fantasy roster wherethe fantasy priority is greater than or equal to 180, according to oneembodiment.

FIG. 6A is a block diagram depicting a conceptual architecture wherein ahighlight sequence is generated at a server and transmitted to a clientdevice for presentation to a user, according to one embodiment.

FIG. 6B is a block diagram depicting a conceptual architecture whereinhighlight sequence generation logic generates time codes for generatinga highlight sequence, and wherein such time codes are stored in aserver-based data store, according to one embodiment.

FIG. 6C is a block diagram depicting a conceptual architecture whereinhighlight sequence generation logic generates time codes for generatinga highlight sequence, and wherein such time codes are stored in aclient-based storage device, according to one embodiment.

FIG. 6D is a block diagram depicting a conceptual architecture whereinan event is stored in a client-based storage device, and whereinserver-based highlight sequence generation logic generates time codesfor generating a highlight sequence.

FIG. 6E is a block diagram depicting a conceptual architecture for astand-alone embodiment, wherein an event is stored in a client-basedstorage device, and client-based highlight sequence generation logicgenerates time codes for generating a highlight sequence.

DETAILED DESCRIPTION Definitions

The following definitions are presented for explanatory purposes only,and are not intended to limit scope.

-   -   Event: For purposes of the discussion herein, the term “event”        refers to a game, session, match, series, performance, program,        concert, and/or the like, or portion thereof (such as an act,        period, quarter, half, inning, scene, chapter, or the like). An        event may be a sporting event, entertainment event, the specific        performance of a single individual or subset of individuals        within a larger population of participants in an event, or the        like. Examples of non-sporting events include television shows,        breaking news, socio-political incidents, natural disasters,        movies, plays, radio shows, podcasts, audiobooks, online        content, musical performances, and/or the like. An event can be        of any length. For illustrative purposes, the technology is        often described herein in terms of sporting events; however, one        skilled in the art will recognize that the technology can be        used in other contexts as well, including highlight sequences        for any audiovisual, visual, graphics-based, interactive,        non-interactive, or text-based content. Thus, the use of the        term “sporting event” and any other sports-specific terminology        in the description is intended to be illustrative of one        possible embodiment, but is not intended to restrict the scope        of the described technology to that one embodiment. Rather, such        terminology should be considered to extend to any suitable        non-sporting context as appropriate to the technology. For ease        of description, the term “event” is also used to refer to an        account or representation of an event, such as an audiovisual        recording of an event, or any other content item that includes        an accounting, description, or depiction of an event.    -   Highlight: The term “highlight” (or “segment” or “highlight        segment”) refers to an excerpt or portion of an event or of        content associated with an event. A highlight can be of any        length. In general, the techniques described herein provide        mechanisms for generating and presenting customized highlights        (which may be selected based on particular characteristics        and/or preferences of the user) for any suitable event. For ease        of description, the term “highlight” (or “highlight segment”) is        also used to refer to an account or representation of a        highlight, such as an audiovisual recording of a highlight, or        any other content item that includes an accounting, description,        or depiction of a highlight. Highlights need not be limited to        depictions of events themselves, but can include other content        associated with an event. For example, for a sporting event,        highlights can include in-game audio/video, as well as other        content such as pre-game, in-game, and post-game interviews,        analysis, commentary, and/or the like. Such content can be        recorded from linear television (for example, as part of the        video stream depicting the event itself), or retrieved from any        number of other sources.    -   Highlight sequence: This term refers to a set of highlights that        are arranged for presentation to a user. The highlight sequence        may be presented linearly (such as a video stream), or in a        manner that allows the user to select which highlight to view        and in which order (for example by clicking on links or        thumbnails). Presentation of highlight sequences can be        non-interactive or interactive, for example allowing a user to        pause, rewind, skip, fast-forward, communicate a preference for        or against, and/or the like.    -   User/viewer: The terms “user” or “viewer” interchangeably refer        to an individual, group, or other entity that is watching,        listening to, or otherwise experiencing either an event, one or        more highlights of an event, or a highlight sequence. The terms        “user” or “viewer” can also refer to an individual, group, or        other entity that may at some future time watch, listen to, or        otherwise experience either an event, one or more highlights of        an event, or a highlight sequence. The term “viewer” may be used        for descriptive purposes, although the event need not have a        visual component, so that the “viewer” may instead be a listener        or any other consumer of content.    -   Occurrence: This term refers to something that takes place        during an event. Examples include a goal, a play, a down, a hit,        a save, a near-miss, a fight, a beginning or end of a game,        quarter, half, period, or inning, a penalty, an injury, a        dramatic incident in an entertainment event, a song, a solo,        and/or the like. Occurrences can also be unusual, such as a        power outage, an incident with an unruly fan, and/or the like.        As will be discussed in more detail below, detection of such        occurrences can be used as a basis for determining whether or        not to include a particular highlight that includes a particular        occurrence. Occurrences are also referred to herein as “plays”,        for ease of nomenclature, although such usage should not be        construed to limit scope.    -   Possession: This term is broadly defined to include some        time-delimited portion of an event. Demarcation of start/end        times of a possession can depend on the type of event. For        certain sporting events wherein one team may be on the offensive        while the other team is on the defensive (such as basketball or        football, for example), a possession can be defined as a time        period while one of the teams has the ball. In sports such as        hockey or soccer, where puck or ball possession is more fluid, a        possession can be considered to extend to a period of time        wherein one of the teams has substantial control of the puck or        ball, ignoring momentary contact by the other team (such as        blocked shots or saves). For baseball, possessions are defined        as corresponding to a half-inning. For other types of sporting        events as well as for non-sporting events, the term “possession”        may be somewhat of a misnomer, but is still used herein for        illustrative purposes. One skilled in the art will recognize        that the term is intended to apply broadly to any time-delimited        portion of an event. Examples in a non-sporting context may        include a chapter, scene, act, television segment, or the like.        A possession can include any number of occurrences.    -   Excitement level: As discussed in more detail in the above-cited        related U.S. Utility applications, an excitement level is a        measure of how exciting or interesting an event is at a given        time within the event. Excitement levels can also be determined        with respect to a particular occurrence or player. Various        techniques for measuring or assessing excitement level are        discussed in the related Applications. As discussed, excitement        level can depend on occurrences within the event, as well as        other factors such as overall context or importance of the event        (playoff game, pennant implications, rivalries, and/or the        like). In at least one embodiment, an excitement level can be        associated with each possession of an event, based on        occurrences that take place within that possession. Excitement        level can also be measured differently for different users (e.g.        a fan of one team vs. a neutral fan), and can depend on personal        characteristics of each user.    -   Priority: A derived metric indicating an overall score for an        occurrence or possession, which score can be used to determine        whether to include the occurrence or possession in a customized        highlight sequence. In at least one embodiment, priority can be        derived from excitement level and/or other factors.

OVERVIEW

In at least one embodiment, the technology disclosed herein relates togenerating and outputting customized highlight sequences for events,including sporting events, entertainment events, news events, and/or thelike.

The technology disclosed herein is able to obtain or extract highlightsfrom any suitable source, whether local or remote, and whether recordedor live. Examples include: live or recorded broadcasts of sportingevents; online clips from video-sharing sites such as Vimeo or YouTube;archived video; local media such as a hard drive, optical drive, ormagnetic drive; set-top boxes; local or remote servers; mobile computingdevices such as smartphones or tablets; cameras; camcorders; or thelike. Combinations of any such media can also be used. Source video caninclude the entire event (such as an entire game), or it can be apre-curated highlight video from which a customized highlight sequencecan be extracted.

Source video and/or other source content can come from any availablesource, whether linear (such as available via a cable box), oron-demand/IP-enabled (such as available from a website or on-demandservice).

In another embodiment, video can be obtained from an onlinevideo-sharing website (such as Vimeo or YouTube). Such videos may beidentified by title, metadata, and/or other means. In many cases,however, title or metadata for such video-sharing websites may beinaccurate; accordingly, in at least one embodiment, the system analyzesthe video coming from such sources and determines correct informationfrom the video analysis before using such video in generating acustomized highlight sequence. In at least one embodiment, the systemidentifies and associates pre-curated, individual highlights withspecific occurrences in the event. For example, if the event is asporting event such as a baseball game, the system can identify a set ofvideos that are available via a video-sharing website, depictingindividual highlight plays of the game. In order to prioritize thesehighlight videos correctly, the system associates the videos withindividual occurrences (such as plays) that took place in the course ofthe game. In at least one embodiment, this is done by automated analysisof metadata associated with the videos. In at least one embodiment, suchanalysis is supplemented by additional techniques to improve accuracy,such as natural language processing and/or fuzzy logic; in this manner,each video can be correctly associated with the correct occurrencewithin the sporting event.

In another embodiment, video for a customized highlight sequence cancome from the user's (or another user's) own video capture device, suchas a smartphone, camera, or camcorder belonging to someone who attendedthe event.

In another embodiment, video from different sources can be used, and canbe combined to generate the customized highlight sequence. In at leastone embodiment, the system may include multiple angles of the sameoccurrence (such as a particularly remarkable occurrence), which anglesmay come from different video sources. For example, a customizedhighlight sequence can include the television feed for a grand slam,followed by a YouTube video of the same grand slam as captured by a fanwho attended the game; since the YouTube video captures the occurrencefrom a different perspective, it may be effective to include it foremphasis and to show the crowd's reaction. In another example, thesystem can combine the video feed from once source (such as a networkbroadcast) with the audio feed from another source (such as a localradio commentator for one of the teams); such a combination may be moreentertaining or interesting to a fan of that local commentator's team.

In at least one embodiment, the system takes into account what videosources or other content are available to the user. For example, if theuser is a subscriber to a premium sports package, he or she may haveaccess to on-demand video for certain sporting events that are notavailable to a non-subscriber. In at least one embodiment, the describedsystem detects this, and uses such on-demand video (or other content)when available to construct the customized highlight sequence. Fornon-subscribers, the system looks for other available sources ofcontent.

In order to effectively customize a highlight sequence, the technologydisclosed herein is able to ascertain preferences and interests of anindividual user (or group of users). This can be done, for example, byany of: querying the user; observing his or her behavior; pullingpreferences from a profile such as that collected and maintained by asocial network, making inferences based on content viewed by the user,demographics, or other factors; observation of the user's friends orassociates; and/or any combination thereof. In short, any suitablemechanism(s) can be used for determining such preferences and interests.In addition, the technology disclosed herein takes into account theamount of time available to the user for viewing a highlight sequence;this can be specified explicitly by the user, or ascertained based onprevious viewing habits, industry standards, and/or any other factors.In addition, the technology disclosed herein takes in to account thedesire of the user to see spoiler transitions (which reveal outcomesand/or events before they are displayed) vs. discreet transitions (whichdo not).

In at least one embodiment, the disclosed technology is capable ofgenerating different customized highlight sequences for different users,based on factors that might make particular sporting events (oroccurrences within such events) more exciting or less exciting fordifferent categories of users. In at least one embodiment, the disclosedtechnology takes into account the degree to which a user is likely to beinterested in a particular type of performance, team, league, player,division, conference, game, sport, genre or other variable. In oneexample, different highlight sequences might be generated for home teamfans as opposed to visiting team fans or neutral fans. As used herein, ahome team fan refers to a subscriber who is a fan of (or otherwise hasan affinity for) the team that hosts the event, the visiting team fanrefers to a subscriber who is a fan of (or otherwise has an affinityfor) the team opposing the home team, and the neutral fan does not havea preference or affinity for the home team or the visiting team. In someembodiments, the event may involve more than two teams and/or one ormore individuals. In some embodiments, the customized highlightsequences described herein can be generated separately for home teamfans, visiting team fans and neutral fans. When the event involves morethan two teams and/or one or more individuals, the customized highlightsequences described herein can be generated separately for fans of eachof the multiple teams and/or individuals.

Customized highlight sequences can also be generated for other groups ofpeople. For example, customized highlight sequences can be generatedseparately for different users based on user's affinity for fast-pacedgames, games with large momentum swings, games with great historicalcontext or importance, or other categories. For example, a customizedhighlight sequence can include segments that are of a type that aparticular user finds exciting, such as a crash within an auto race or afight during a hockey game.

In at least one embodiment, customized highlight sequences includesegments from a single event. In at least one other embodiment,customized highlight sequences can include segments from more than oneevent, such as a number of games that took place on a given day or oversome other period of time, or that are part of a series, or the like.The particular assembly of segments from the different events isselected based on the user's individual affinities and characteristics.

In at least one embodiment, customized highlight sequences can beautomatically constructed to focus on a particular player, team,division, league, playoff series, or the like. Customized highlightsequences can be generated which show highlights for all of a user'sfavorite players, even if they are on different teams, or for playersbelonging to a user's fantasy team in a fantasy league. In such anembodiment, the system obtains information about which players are inthe user's fantasy team league, so that appropriate selections can bemade as to which highlights to include; these selections can be madebased on excitement level and/or priority as described below, but canalso take into account the degree to which the user's players wereinvolved in each occurrence (play) of the game.

In at least one embodiment, customized highlight sequences can beaccompanied by scores, explanatory text, commentary, or other auxiliarycontent. Such content may be automatically generated, or may be composedby a human author. Such content can take any suitable form, such asaudio (spoken commentary or voice-over), text (caption, title, orheading), graphical (icon or symbol on the screen), or the like. Anexample is a caption that appears at the beginning of a highlightsegment, giving a context (such as a score, on-base situation, pitchcount, possession, introductory text, or the like) for the highlightsegment. Such auxiliary content may appear within the highlight sequenceitself (such as before each segment of the sequence), and/or it canappear on a screen that summarizes the overall highlight sequence, suchas a navigation screen that allows a user to see individual segmentswithin the highlight sequence, as illustrated in more detail below.Other arrangements are possible.

In at least one embodiment, such contextual information can be derivedfrom any suitable source, and can include items such as the current gamesituation, the current ball situation, and/or the like. In at least oneembodiment, a transition effect can be used between highlight segments;such transition effect can be informational or noninformational.

In at least one embodiment, such contextual information can containspoilers elucidating what is about to be shown in the upcominghighlight. In an alternative embodiment, such contextual information canbe devoid of spoilers and simply help set up the situation at the timethe upcoming highlight initiates. In at least one embodiment, a user canspecify whether he or she wishes to see spoilers; in another embodiment,the system can make an automatic determination as to whether or not toinclude spoilers.

In at least one embodiment, the user can interact with a customizedhighlight sequence as it is being displayed. For example, the user canclick on a link or perform some other input operation while a highlightsegment is being displayed, to access more information about thatportion of the sporting event. Clicking on the link can take the user toa more detailed description of the highlight segment, or to full videoof the depicted event, or the like. In this manner, the displayedcustomized highlight sequence can be used as a mechanism for navigatingwithin a more complete depiction of an event.

Customized highlight sequences can be provided to users via any suitablemechanism. In at least one embodiment, such sequences can be shown via awebsite, app, set-top box, software application, or the like. Anysuitable hardware can be used for presenting customized highlightsequences, including a desktop computer, laptop computer, television,smartphone, tablet, music player, audio device, kiosk, set-top box, gamesystem, wearable device, consumer electronic device, and/or the like.Such devices are generally referred to herein as client devices. Contentcan be transmitted to client devices via any suitable means, such as forexample a computing network, cable network, satellite connection,wireless network, and/or the like. Content, including customizedhighlight sequences, can be transmitted to a client device from aserver, cable provider, on-demand provider, satellite provider, and/orthe like. Alternatively, the described technology can be implemented ata stand-alone device, such as a DVR containing a recording of a sportingevent, wherein the device generates a customized highlight sequence fromsuch a locally stored recording and presents it to the user. Thus, thetechnology can be implemented without requiring a connection to a remoteserver or other source of content.

User Interface

Referring now to FIG. 1A, there is shown an example of an interface 100for presenting a customized highlight sequence for a particular event,according to one embodiment. In this example, the event is a basketballgame between the Warriors and the Timberwolves on Nov. 6, 2013. Graph103 depicts a dynamic measure of excitement level over the duration ofthe basketball game, as can be determined using the techniques describedin above-referenced U.S. Utility application Ser. No. 13/601,915 for“Generating Excitement Levels for Live Performances,” filed Aug. 31,2012, which is incorporated by reference herein in its entirety.

The visual depiction of excitement level is optional, and is presentedhere for illustrative purposes. Excitement level is one possible factorthat can be considered when determining which portions of the event toinclude in the customized highlight sequence. Other factors can be used,such as personalized factors that relate to an individual user'saffinity for a particular team, player, type of play, and/or the like,and such factors can be combined with the excitement level (or canmodify the excitement level) if appropriate to determine which segmentsto include. In other embodiments, other metrics can be used instead ofor in addition to excitement level. In at least one embodiment, aderived metric called “priority” is used to determine which portions ofan event to include in the customized highlight sequence; priority canbe derived from excitement level and/or other factors, as described inmore detail below.

In the example of FIG. 1A, certain segments are identified for inclusionin the customized highlight sequence. Thumbnails 101 corresponding tothese segments are shown, allowing the user to watch the individualsegments by clicking on the thumbnails 101. Graph 103 also containsvertical indicators 104 to provide graphical representations of whereeach individual segment appears within the sporting event. “Play all”thumbnail 102 allows the user to see the entire customized highlightsequence.

In at least one embodiment, a summary caption 107 is shown for eachthumbnail 101. In at least one embodiment, the user can choose to omitsuch captions 107 so as to avoid “spoilers”.

Interface 100 also contains other controls that can be used to specifyparameters for the customized highlight sequence. Buttons 105 allow theuser to specify whether he or she is more interested in a baseline(neutral) view, or is a fan of one team or the other, or is a fan of aparticular player on one of the teams; different sets of highlights canbe selected based on which affinity is specified. Buttons 106 allow theuser to specify how long the customized highlight sequence should be; inat least one embodiment, different sets of highlights may be chosendepending on how much time is available. In at least one embodiment, inresponse to the user clicking on one of buttons 105 or 106, a differentcustomized highlight sequence is dynamically generated; accordingly,graph 103 and thumbnails 101, 102 can be automatically updated inresponse to such an input operation.

FIG. 1B depicts an example of an update to interface 100 after the userhas clicked on button 105A specifying that he or she is a Warriors fan.In response to such a selection, a customized highlight sequence thatemphasizes Warriors plays is generated, as reflected by updated graph103 and thumbnails 101, 102.

FIG. 1C depicts an example of an update to interface 100 after the userhas clicked on button 105B specifying that he or she is a fan of playerKlay Thompson. In response to such a selection, a customized highlightsequence that emphasizes Thompson's plays is generated, as reflected byupdated graph 103 and thumbnails 101, 102.

In at least one embodiment, a “why was I shown this” link can beprovided (not shown in FIGS. 1A through 1C), giving the user access toan explanation of why certain highlights were selected for inclusion inthe highlight sequence. The user can also be given an opportunity toadjust any of a number of parameters and thereby change the highlightsequence.

FIGS. 1A through 1C depict presentation of a highlight sequence for asingle event, such as a game. In at least one embodiment, the describedsystem is able to generate a highlight sequence that includes any numberof events, such as a number of games that took place on a given day, ora number of games for a particular team, or the like. In at least oneembodiment, the user can select whether the highlight sequence shouldinclude highlights for a single event or multiple events.

FIGS. 1A through 1C depict one particular layout for presenting aninterface 100 for viewing a customized highlight sequence and fornavigating among different options. One skilled in the art willrecognize that many other layouts and arrangements are possible.

In other embodiments, the customized highlight sequence can simply bepresented as a video (or audio track), without any graphicalrepresentation of levels, and without any indication of a timeline orthe like. Such a presentation may be particularly useful in a contextwhere a user is viewing the highlight sequence on a television ratherthan on a website. Such a presentation can still allow for usernavigation and interaction, for example by allowing a user to press a“forward” or “back” button to skip to the next or previous highlightsegment within the sequence. Such a presentation can also allow a userto obtain more information or see more detailed highlights (or evenswitch to a view of the unexpurgated event itself, such as the entiregame) by pressing an “Enter” button or the like (or performing someother suitable input operation).

Referring now to FIG. 1D, there is shown an example of an interface 120for navigating to a customized highlight sequence, according to oneembodiment. Such an interface 120 can be used, for example, in anembodiment where events such as sporting events are stored on a local orserver-based DVR. Interface 120 allows the user to navigate to fullgames, game excerpts, and/or highlight sequences. A set of panels 123are included, allowing navigation to various representations of games.Each panel 123 includes a title, description of the game, indication ofsource, overall excitement level 121, and indication 122 as to whetherit is a complete game, game excerpt, or highlight sequence (withspecified duration). Excitement levels 121 can be customized for thatuser based on his or her individual characteristics and preferences, asdescribed herein and in the above-cited related U.S. Utilityapplications. The user can tap or click on a panel 123, or use a cursoror remote control to select a panel 123, in order to initiate playbackof the corresponding game or highlight sequence. In at least oneembodiment, this causes the device to start playback using locallystored video content; in another embodiment, it causes the device toretrieve the video content from a remote source (such as a server) andstart playback. Retrieval can be by download or on a streaming basis.

In the example of FIG. 1D, panel 123A provides access to a fullbasketball game. Panels 123B, 122C, and 122F provide access to gameexcerpts; in at least one embodiment, the system can select whichexcerpts to offer based on which portions of the game are the mostexciting (for example, using excitement level(s) and/or priority forvarious portions of the game). Panels 123D and 123E provide access tocustomized highlight sequences generated according to the techniquesdescribed herein.

System Architecture

According to various embodiments, the system can be implemented on anyelectronic device, or set of electronic devices, equipped to receive,store, and present information. Such an electronic device may be, forexample, a desktop computer, laptop computer, television, smartphone,tablet, music player, audio device, kiosk, set-top box, game system,wearable device, consumer electronic device, and/or the like.

Although the system is described herein in connection with animplementation in particular types of computing devices, one skilled inthe art will recognize that the techniques described herein can beimplemented in other contexts, and indeed in any suitable device capableof receiving and/or processing user input, and presenting output to theuser. Accordingly, the following description is intended to illustratevarious embodiments by way of example, rather than to limit scope.

Referring now to FIG. 2A, there is shown a block diagram depicting ahardware architecture according to a client/server embodiment, whereinevent content is provided via a network-connected content provider 224.An example of such a client/server embodiment is a web-basedimplementation, wherein client device 206 runs a browser or app thatprovides a user interface for interacting with content (such as webpages, video content, and/or the like) from various servers 202, 214,216, as well as data provider(s) 222 and/or content provider(s) 224,provided to client device 206 via communications network 204.Transmission of content and/or data in response to requests from clientdevice 206 can take using any known protocols and languages, such asHypertext Markup Language (HTML), Java, Objective C, Python, JavaScript,and/or the like.

Client device 206 can be any electronic device, such as a desktopcomputer, laptop computer, television, smartphone, tablet, music player,audio device, kiosk, set-top box, game system, wearable device, consumerelectronic device, and/or the like. In at least one embodiment, clientdevice 206 has a number of hardware components well known to thoseskilled in the art. Input device(s) 251 can be any element(s) thatreceive input from user 250, including, for example, a keyboard, mouse,stylus, touch-sensitive screen (touchscreen), touchpad, gesturereceptor, trackball, accelerometer, five-way switch, microphone, or thelike. Input can be provided via any suitable mode, including forexample, one or more of: pointing, tapping, typing, dragging, gesturing,tilting, shaking, and/or speech. Display screen 252 can be any elementthat graphically displays information, video, content, and/or the like,including depictions of events, highlights, and/or the like. Such outputmay also include, for example, audiovisual content, data visualizations,navigational elements, graphical elements, queries requestinginformation and/or parameters for selection of content, or the like.Additionally or alternatively, display screen 252 may display statusinformation in a wide variety of formats, including but not limited tostatus reports, summary reports, comparative reports, and the like. Inat least one embodiment where only some of the desired output ispresented at a time, a dynamic control, such as a scrolling mechanism,may be available via input device(s) 251 to change which information iscurrently displayed, and/or to alter the manner in which the informationis displayed.

Processor 257 can be a conventional microprocessor for performingoperations on data under the direction of software, according towell-known techniques. Memory 256 can be random-access memory, having astructure and architecture as are known in the art, for use by processor257 in the course of running software for performing the operationsdescribed herein. Client device can also include local storage (notshown), which may be a hard drive, flash drive, optical or magneticstorage device, web-based (cloud-based) storage, and/or the like.

Any suitable type of communications network 204, such as the Internet,can be used as the mechanism for transmitting data between client device206 and various server(s) 202, 214, 216 and/or content provider(s) 224and/or data provider(s) 222, according to any suitable protocols andtechniques. In addition to the Internet, other examples include cellulartelephone networks, EDGE, 3G, 4G, long term evolution (LTE), SessionInitiation Protocol (SIP), Short Message Peer-to-Peer protocol (SMPP),SS7, WiFi, Bluetooth, ZigBee, Hypertext Transfer Protocol (HTTP), SecureHypertext Transfer Protocol (SHTTP), Transmission ControlProtocol/Internet Protocol (TCP/IP), and/or the like, and/or anycombination thereof. In at least one embodiment, client device 206transmits requests for data and/or content via communications network204, and receives responses from server(s) 202, 214, 216 containing therequested data and/or content.

In at least one embodiment, the system of FIG. 2A generates customizedhighlight sequences for sporting events; however, as mentioned above,the teachings herein apply to non-sporting events as well, and it is tobe appreciated that the technology described herein is not limited toapplication to sporting events. For example, the technology describedherein can be utilized to generate customized highlight sequences for atelevision show, movie, news event, game show, political action,business show, drama, and/or other episodic content, or for more thanone such event.

In at least one embodiment, system 200 generates customized highlightsequences by analyzing live feeds and/or recordings of events, includingany or all of video content, audio content, play-by-play statistics andmetrics, or any other available data related to the event.

In one embodiment, system 200 includes one or more web server(s) 202coupled via a network 204 to one or more client devices 206. Network 204may be a public network, a private network, or a combination of publicand private networks such as the Internet. Network 204 can be a LAN,WAN, wired, wireless and/or combination of the above. Client device 206is, in at least one embodiment, capable of connecting to network 204,either via a wired or wireless connection. In at least one embodiment,client device may also include a recording device capable of receivingand recording events, such as a DVR, PVR, or other media recordingdevice. Such recording device can be part of client device 206, or canbe external; in other embodiments, such recording device can be omitted.Although FIG. 2A shows one client device 206, system 200 can beimplemented with any number of client device(s) 206 of a single type ormultiple types.

Web server(s) 202 include one or more physical computing devices and/orsoftware that can receive requests from client device(s) 206 and respondto those requests with data, as well as send out unsolicited alerts andother messages. Web server(s) 202 may employ various strategies forfault tolerance and scalability such as load balancing, caching andclustering. In at least one embodiment, web server(s) 202 may includecaching technology, as known in the art, for storing client requests andinformation related to events.

Web server(s) 202 maintain, or otherwise designate, one or moreapplication server(s) 214 to respond to requests received from clientdevice(s) 206. In at least one embodiment, application server(s) 214provide access to business logic for use by client application programsin client device(s) 206. Application server(s) 214 may be colocated,co-owned, or co-managed with web server(s) 202. Application server(s)214 may also be remote from web server(s) 202. In at least oneembodiment, application server(s) 214 interact with one or moreanalytical server(s) 216 and one or more data server(s) 218 to performone or more operations of the disclosed technology.

In an exemplary operation of system 200, one or more users 250 of clientdevices 206 make a request to view a customized highlight sequence foran event or set of events, which may include sporting event(s) ornon-sporting event(s). In another embodiment, such customized highlightsequence can be presented to user 250 without a specific request havingbeen made by user 250. In one embodiment, user 250 can specify, viainput device(s) 251 at client device 206, certain parameters for thecustomized highlight sequence (such as, for example, whatevent/games/teams to include, how much time the user 250 has availableto view the highlight sequence, and/or any other parameters). Userpreferences can also be extracted from storage, such as from user data255 stored in storage device 253, so as to customize the highlightsequence without necessarily requiring user 250 to specify preferences.User preferences can be determined based on observed behavior andactions of user 250 (for example, by observing website visitationpatterns, television watching patterns, music listening patterns, onlinepurchases, and/or the like); in addition or alternatively, userpreference can be retrieved from previously stored preferences that wereprovided by user 250. Such user preferences may indicate which teams,sports, players, and/or types of events are of interest to user 250, andcan therefore be used to guide selections of highlights for highlightsequences.

Analytical server(s) 216, which may include one or more computingdevices, analyze live or recorded feeds of play-by-play statisticsrelated to one or more events from data provider(s) 222. Examples ofdata provider(s) 222 may include, but are not limited to, providers ofreal-time sports information such as STATS™, OPTA™ and Sports Direct™.In one embodiment, analytical server(s) 216 generate different sets ofexcitement levels for events; such excitement levels can then be used(possibly in combination with other data) for selecting highlightsaccording to the techniques described herein. The operations performedby analytical server(s) 216 are described in more detail in theabove-cited related U.S. Utility applications.

Application server(s) 214 receive the different sets of excitementlevels generated by analytical server(s) 216, and use such data togenerate customized highlight sequences for user 250 according to thetechniques described herein. In at least one embodiment, applicationserver(s) 214 derive a priority metric for each possession, occurrence,or other portion of events; the priority metric can be derived from theexcitement level and/or from other information. The priority metric canthen be used to select highlights for inclusion in a customizedhighlight sequence. In other embodiments, application server(s) 214 useexcitement level alone, and do not generate a priority.

Content for highlight sequences can come from any suitable source,including from content provider(s) 224 (which may include websites suchas YouTube, MLB.com, and the like; sports data providers; televisionstations; client- or server-based DVRs; and/or the like). Alternatively,content can come from a local source such as a DVR or other recordingdevice associated with (or built into) client device 206. In at leastone embodiment, application server(s) 214 makes the customized highlightsequence available to user 250, either as a download, or streamingcontent, or on-demand content, or by some other means. In anotherembodiment, application server(s) 214 sends information to client device206 to identify specific highlights for a highlight sequence, and clientdevice 206 then retrieves or obtains the identified highlights forpresentation to user 250. Such an embodiment avoids the need for videocontent or other high-bandwidth content to be transmitted via network204 unnecessarily, particularly if such content is already available atclient device 206.

For example, referring now to FIG. 2B, there is shown an example of anembodiment wherein event content 259 is stored at client-based storagedevice 258, which may be any form of local storage device available toclient device 206. An example is a DVR on which events may be recorded,such as for example video content for a complete sporting event.Alternatively, device 258 can be any magnetic, optical, or electronicstorage device for data in digital form; examples include flash memory,magnetic hard drive, CD-ROM, DVD-ROM, or other device integrated withdevice 206 or communicatively coupled with device 206. Based on theinformation provided by application server(s) 214, client device 206 isable to extract highlights from event content 259 stored at client-basedstorage device 258, and thereby present a customized highlight sequenceto user 250 without having to retrieve video content from a contentprovider 224 or other remote source. Such an arrangement can savebandwidth, and can usefully leverage existing hardware that may alreadybe available to client device 206.

Returning to FIG. 2A, in at least one embodiment, application server(s)214 may generate different customized highlight sequences for differentusers 250, depending on individual user preferences and/or otherparameters. The operations performed by application server(s) 214 aredescribed in more detail below. In at least one embodiment, thecustomized highlight sequences may be presented to user 250 via anysuitable output device, such as display screen 252 at client device 206.User 250 can, in at least one embodiment, interact with displayedhighlight sequences via input device(s) 251, for example to selectparticular highlight segments for display, as well as to pause, rewind,fast-forward, and/or perform other actions.

In at least one embodiment, one more data server(s) 218 are provided.Data server(s) 218 respond to requests for data from any of server(s)202, 214, 216, for example to obtain event data 254 and/or user data255. In at least one embodiment, such information can be stored at anysuitable storage device 253 accessible by data server 218, and can comefrom any suitable source, such as from client device 206 itself, contentprovider(s) 224, data provider(s) 222, and/or the like. Event data 254can include any information describing any number of events, as well asoccurrences, excitement levels, and/or other information. User data 255can include any information describing users 250, including for example,demographics, purchasing behavior, web viewing behavior, interests,preferences, and/or the like.

Referring now to FIG. 2C, there is shown an alternative embodimentwherein system 200 is implemented in a stand-alone environment. As withthe embodiment shown in FIG. 2B, event content 259 is stored at aclient-based storage device 258, such as a DVR or the like.Alternatively, device 258 can be flash memory or a hard drive, or otherdevice integrated with device 206 or communicatively coupled with device206. User data 255, such as preferences and interests of user 250, canalso be stored on device 258. Based on such user data 255, system 200 isable to identify particular highlights within event content 259 andthereby present a customized highlight sequence to user 250 in themanner described herein.

The specific hardware architectures depicted in FIGS. 2A, 2B, and 2C aremerely exemplary. One skilled in the art will recognize that thetechniques described herein can be implemented using otherarchitectures.

In one embodiment, the system can be implemented as software written inany suitable computer programming language, whether in a standalone orclient/server architecture. Alternatively, it may be implemented and/orembedded in hardware.

Referring now to FIG. 2D, there is shown a block diagram depicting oneembodiment of the software components of application server(s) 214. Inat least one embodiment, application server(s) 214 include a userpreferences module 224, an excitement level results module 226, and apriority determination module 225. User preferences module 224 receivesuser preferences for user(s) 250. In various embodiments, suchpreferences can include, for example, a list of user's 250 favoritesports, favorite teams, favorite players, fantasy team roster, and/orthe like.

In at least one embodiment, excitement level results module 226 receivesdifferent sets of excitement levels related to one or more events, fromexcitement level generation module 230 of analytical server 216(described below). Priority determination module 225 uses data fromexcitement level results module 226, along with other data concerningpossessions or occurrences within the event, to generate prioritymetrics for each possession or occurrence. In at least one embodiment,based on the priority metrics generated by priority determination module225, along with user preferences obtained by user preferences module224, highlight sequence generation module 227 generates customizedhighlight sequence(s) for presentation to user 250, according to thetechniques described herein. In another embodiment, prioritydetermination module 225 can be omitted, and highlight sequencegeneration module 227 generates customized highlight sequence(s) basedon excitement levels received from excitement level results module 226,along with user preferences obtained by user preferences module 224.

Referring now to FIG. 2E, there is shown a block diagram depicting oneembodiment of the software components of analytical server(s) 216. In atleast one embodiment, analytical server 216 includes data transformationmodule 228 and excitement level generation module 230. Datatransformation module 228 receives and analyzes data concerning eventsfrom one or more data provider(s) 222. Excitement level generationmodule 230 generates different excitement levels for differentcategories of users based on the analysis performed by datatransformation module 228. Further details concerning the operation ofthese components are provided the above-cited related U.S. Utilitypatent applications.

Referring now to FIG. 3 , there is shown a block diagram depicting ageneral purpose computing device, mobile device, and/or other electronicdevice that can be used to implement any of the computing devices shownin FIGS. 2A through 2C. For example, the general purpose computingdevice depicted in FIG. 3 can be used to implement computing devices inthe web server(s) 202, application server(s) 214, analytical server(s)216, and/or client device 206.

In at least one embodiment, device 300 includes memory 256, a processor257, and a system bus 306 that couples various system componentsincluding memory 256 to processor 257. System bus 306 may be any ofseveral types of bus structures including a memory bus or memorycontroller, a peripheral bus, and a local bus using any of a variety ofbus architectures.

Memory 256 stores, in part, instructions and data for execution byprocessor 257 in order to perform the process described herein. Memory256 includes computer storage media in the form of volatile and/ornonvolatile memory such as read only memory (ROM) and random accessmemory (RAM). A basic input/output system (BIOS), containing the basicroutines that help to transfer information between elements withindevice 300, such as during start-up, is typically stored in the ROM. RAMtypically contains data and/or program modules that are immediatelyaccessible to and/or presently being operated on by processor 257.

Device 300 further includes a mass storage device 308. Storage device308, which may be implemented with a magnetic disk drive, an opticaldisk drive or flash memory, or the like, is a non-volatile storagedevice for storing data and instructions for use by processor 257. Inone embodiment, storage device 308 stores the system software forimplementing the processes described herein for purposes of loading tomemory 256. Storage device 308 may be internal or external to device300.

A user (such as user 250) may enter commands and information into device300 through any suitable input device(s) 251. Input device(s) 251 can beany element that receives input from user 250, including, for example, akeyboard, mouse, stylus, touch-sensitive screen (touchscreen), touchpad,trackball, accelerometer, five-way switch, microphone, remote control,or the like. Input can be provided via any suitable mode, including forexample, one or more of: pointing, tapping, typing, dragging, gesturing,tilting, shaking, and/or speech. These and other input devices are oftenconnected to processor 257 through a user input interface 310 that iscoupled to system bus 306, but may be connected by other interface andbus structures, such as a parallel port, game port or a universal serialbus (USB). A display screen 252 and/or other type of output device arealso connected to system bus 306 via an interface, such as a videointerface 318. Display screen 252 can be any element that graphicallydisplays information, video, content, and/or the like, includingdepictions of events, highlights, and/or the like. In at least oneembodiment, in addition to or instead of display screen 252, device 300may also include other output devices such as speakers 322, printer 324,which may be connected through an output peripheral interface 320 orother suitable interface.

Device 300 may operate in a networked environment using logicalconnections to one or more remote devices 330. Remote devices 330 may bea desktop computer, laptop computer, television, smartphone, tablet,music player, audio device, kiosk, set-top box, game system, wearabledevice, consumer electronic device, and/or the like, and/or other commonnetwork node, and typically includes many or all of the elementsdescribed above relative to the device 300. In at least one embodiment,when used in a networking environment, device 300 is connected to aremote network (such as network 204) through a network interface oradapter 328.

The components contained in the device of FIG. 3 are those typicallyfound in electronic devices suitable for use with the technologydescribed herein, and are intended to represent a broad category of suchcomponents that are well known in the art. Thus, the device of FIG. 3can be a desktop computer, laptop computer, television, smartphone,tablet, music player, audio device, kiosk, set-top box, game system,wearable device, consumer electronic device, and/or the like. The devicecan also include different bus configurations, networked platforms,multi-processor platforms, etc. Various operating systems can be used.

Conceptual Architecture

In various embodiments, customized highlight sequences can be generatedin different ways. In general, as described in more detail below, thetechniques involve identifying a number of highlights for an event,determining start/end times for the identified highlights, andpresenting a customized highlight sequence to a user including theidentified highlights. In some embodiments, the full representation ofthe event (for example, an audiovisual recording of a sporting event)can be stored at a server; in other embodiments, it is stored at aclient or at another location. Further details on the method areprovided below.

FIGS. 6A through 6F depict various conceptual architectures forimplementing the techniques described herein, wherein differentcomponents (either server-based or client-based) perform the variousfunctions and operations involved in generating a customized highlightsequence. For clarity, certain hardware components are omitted fromthese Figures.

Referring now to FIG. 6A, there is shown a block diagram depicting aconceptual architecture wherein a highlight sequence is generated at aserver and transmitted to a client device 206 for presentation to a user250, according to one embodiment. A representation (such as a recording)of the event is stored at server-based data store 253A; for ease ofnomenclature, this representation of the event is referred to simply as“event 602”. Highlight sequence generation logic 606, which may belocated at a server, uses descriptive data 607 about event 602 (such asinformation about occurrences that took place during event 602) toidentify highlights 601 of event 602. Event data 607 can come from anysuitable source, such as for example, data provider 222. Theidentification of highlights 601 can take into account factors such asparticular characteristics of user 250, amount of time available for thehighlight sequence, fan affiliation, and/or the like, as described inmore detail below.

Highlight sequence generation logic 606 identifies highlights 601 byspecifying start/end times for each highlight 601. In at least oneembodiment, such start/end times are measured with respect to a videoclock, which measures the actual elapsed time since the beginning of anevent. In other embodiments, start/end times may be measured withrespect to other timekeeping measures. Further descriptions of the videoclock, along with other timekeeping measures such as a game clock, areprovided below.

In the example of FIG. 6A, identified highlight 601A has a start timeindicated by time code t1 and an end time indicated by time code t2;other highlights 601B through 601E have corresponding start/end times asindicated. Start/end times can be indicated by any suitable encodingscheme; for example, start/end time codes can simply indicate an elapsedtime since the beginning of event 602. Alternatively, each end time canbe replaced by a duration of the highlight 601, i.e., the elapsed timesince the corresponding start time. Other encoding schemes are possible,whether with respect to a video clock, game clock, or other timekeepingmeasure.

In the embodiment shown in FIG. 6A, highlight sequence 603 is assembledand stored at server-based data store 253B, which may be the same datastore as 253A or may be a different data store, either in the samelocation or in a different location. Highlight sequence 603, includinghighlights 601A through 601E, can be stored in any suitable format,including for example as a video file. Once highlight sequence 603 hasbeen assembled and stored, it can be retrieved and/or played back in anysuitable manner. For example, in response to a request, highlightsequence 603 can be transmitted over communications network 204 toclient device 206 for playback to user 250.

Referring now to FIG. 6B, there is shown a block diagram depicting aconceptual architecture wherein highlight sequence generation logic 606uses event data 607 to generate time codes 604 for generating ahighlight sequence, and wherein such time codes 604 are stored in aserver-based data store 253C, according to one embodiment. In thisembodiment, rather than generating a video file including highlights601A through 601E, logic 606 uses event data 607 to generate a list oftime codes 604. Storing time codes 604 rather than the finishedhighlight sequence can save storage space and processing power,particularly if the original recording of event 602 is readilyavailable. Once time codes 604 have been stored, a highlight sequencecan be assembled and played on-the-fly, by retrieving and playing thoseportions of event 602 identified by the time codes 604. For example, inresponse to a request, output stream generator 605 (which may be locatedat a server or at client device 206) can retrieve time codes 604, andgenerate streamed output by retrieving the identified portions of event602. The streamed output is then provided via network 204 to clientdevice 206 for presentation to user 250.

Referring now to FIG. 6C, there is shown a block diagram depictinganother embodiment. This embodiment is similar to that of FIG. 6B,except that time codes 604 are stored in client-based storage device 258instead of at server-based storage. Also, in FIG. 6C, output streamgenerator 605 is implemented at client device 206. Thus, upon request,output stream generator 605 retrieves time codes 604 from client-basedstorage device 258, obtains the identified highlights 601E of event 602from server-based data store 253A (based on the time codes 604), andgenerates a highlight sequence for presentation to user 250.

Referring now to FIG. 6D, there is shown a block diagram depicting aconceptual architecture wherein event 602 is stored in a client-basedstorage device 258, and server-based highlight sequence generation logic606 generates time codes 604 for generating a highlight sequence. Forexample, client-based storage device 258 may be a local digital videorecorder (DVR) or set-top box on which event 602 has been recorded.Highlight sequence generation logic 606 uses event data 607 to generatelist of time codes 604 for use in generating a highlight sequence. Asbefore, highlight sequence generation logic 606 can take into accountpersonal characteristics of user 250, as well as other factors, togenerate a customized highlight sequence. Once the list of time codes604 has been generated, output stream generator 605 at client device 206can play back those portions of event 602 identified by the list of timecodes 604, to form the highlight sequence.

Referring now to FIG. 6E, there is shown a block diagram depicting aconceptual architecture for a stand-alone embodiment, wherein eventstorage, highlight sequence generation, time codes, and output streamgeneration all take place at a single device such as client device 206.Event 602 is stored in client-based storage device 258, and client-basedhighlight sequence generation logic 606 generates time codes 604 forgenerating a highlight sequence. Event data 607 can be sourced locallyas shown, or can come from a remote source such as data provider(s) 222.For example, client-based storage device 258 may be a local DVR orset-top box on which event 602 has been recorded. Highlight sequencegeneration logic 606 uses event data 607 to generate list of time codes604 for use in generating a highlight sequence. As before, highlightsequence generation logic 606 can take into account personalcharacteristics of user 250, as well as other factors, to generate acustomized highlight sequence. Once the list of time codes 604 has beengenerated, output stream generator 605 at client device 206 can playback those portions of event 602 identified by the list of time codes604, to form the highlight sequence. In at least one embodiment, outputstream generator 605 includes segment transitions which can includecontextual information about each highlight sequence; such transitionscan include spoilers or can be spoiler-free, as described above. Segmenttransitions can include text, voice-overs, video, audio, graphics,and/or any combination thereof. In another embodiment, transitions maybe omitted or may be optional or skippable.

Method

Referring now to FIG. 4A, there is shown a flowchart depicting a methodof generating a customized highlight sequence, according to oneembodiment. Referring now to FIG. 4B, there is shown a flowchartdepicting an iterative method of generating a customized highlightsequence, according to one embodiment. The steps shown in FIG. 4A or 4Bcan be implemented using any of the components shown in FIGS. 2A through2E, either singly or in any combination. Alternatively, the steps shownin FIG. 4A or 4B can be implemented using any other suitable hardwarearchitecture and/or software architecture, either in a stand-alone orclient/server environment, or in a distributed computing environment.The steps shown in FIG. 4A or 4B can be performed in any suitable order,and are not limited to the order depicted.

As shown in FIG. 4A, in at least one embodiment, personalcharacteristics of user 250 are obtained 410. Personal characteristicscan be used to determine what teams, sports, leagues, players, games,television programs, online content streams, other relevant digitalassets, etc. user 250 may be interested in, so as to provide acustomized highlight sequence according to such interests. Personalcharacteristics can also take into account which programs user 250 hasavailable to him or her; for example, the system may make adetermination as to whether a user has subscribed to a particularpremium channel that makes certain content available to him or her. Anysuitable mechanism can be use for obtaining or inferring such personalcharacteristics, including for example:

-   -   Querying user 250 (e.g. by prompting the user to fill out a        profile or online form to indicate teams, players, etc. of        interest);    -   Tracking behavior, such as for example website visitation        patterns, viewing patterns, purchasing patterns,        movement/travel, communications (inbound and/or outbound),        and/or the like;    -   Identifying team, player, and sport affinity from profiles of        user 250, such as from a profile created and maintained by a        social network or other third-party source;    -   Determining characteristics of friends or other entities with        whom user 250 may have an affinity or relationship (e.g.        determining that many of user's 250 Facebook friends are fans of        a particular team);    -   Determining geographic location of user 250 by GPS tracking, IP        address, or other location-tracking technology (making it more        likely that user 250 is a fan of a local team);    -   Determining demographics of user 250.

In at least one embodiment, user 250 may be prompted to approve ordecline such attempts to automatically obtain information about him orher.

User information may be obtained at any suitable time. If suchinformation is obtained in advance (for example, when registering uponinitial use of the system), such information can be stored, for examplein user data 255 of server-based storage device 253. Alternatively, suchinformation can be stored locally at client device 206. Stored userinformation can be updated as appropriate when new or additionalinformation becomes available (for example, if additional trackinginformation is available, or if the user updates his or her profile).Alternatively, user information can be obtained at the time that user250 requests a customized highlight sequence; in such a case, step 410can take place after step 422. In at least one embodiment, no userinformation is collected, and the system generates the highlightsequence automatically without taking into account personalcharacteristics of the user.

A request is received 422 for a customized highlight sequence. In atleast one embodiment, web server 202 receives the request, and passesthe request to application server(s) 214 for processing, although inother embodiments, any suitable component can receive the request. Therequest can be made by user 250, for example at a website or byactivating an app on device 206, or by any suitable means. The requestmay be for a highlight sequence for a particular event, or for anynumber of events. For example, in at least one embodiment, the describedsystem generates a customized highlight sequence that includes a numberof sporting events that took place on a given day; in such anembodiment, user 250 may request a “daily roundup” of sporting eventsthat are determined to be of interest to him or her. Alternatively, user250 may request a customized highlight sequence for a particular sport,such as baseball, causing the system to generate a customized highlightsequence for that sport, including those highlights of that sport thatare likely to be of interest. Alternatively, user 250 may request acustomized highlight sequence for a particular series, such as a playoffseries, causing the system to generate a customized highlight sequencefor that series, including those highlights of that series that arelikely to be of interest. Alternatively, user 250 may request acustomized highlight sequence for a single game, portion of a game, orother event. Alternatively, user 250 may request a customized highlightsequence for a single player, across a number of games, for a singlegame, or for a portion of a game. Highlights can also include noneventcoverage for a given event, which may include, for example, pre-game,in-game, and post-game interviews, analysis, commentary, and/or thelike. These segments can be appended to an overall highlight reel inmuch the same way that individual event segments from within a specificevent are.

In another embodiment, wherein “push” technology is enabled, acustomized highlight sequence can be provided to user 250 without user250 having specifically requested it. For example, the system can beconfigured to make a customized highlight sequence available to user 250on a periodic basis (such as daily, weekly, or according to some otherschedule), or automatically at the conclusion of any game that user 250is likely to be interested in, or in response to some other triggerevent. The customized highlight sequence can be transmitted to user 250for immediate viewing, or placed on device 206 for viewing at user's 250convenience. Alternatively, an email message or other message can betransmitted to user 250 with a link that permits viewing of thehighlight sequence. User 250 may sign up in advance for such customizedhighlight sequences to be provided; alternatively, in at least oneembodiment, user 250 may be automatically enrolled based on adetermination that user 250 would likely be interested in suchcustomized highlight sequences (for example, based on viewing orpurchasing behaviors). As with the on-request mechanisms describedabove, such “push”-based highlight sequences can be for a single eventor any number of events.

The length of time available for the customized highlight sequence isdetermined 412. In at least one embodiment, user 250 can click on abutton or link to select a length of time (as shown in FIGS. 1A through1C), or can enter a value in a field. In another embodiment, a defaultlength can be pre-selected. In yet another embodiment, an initial lengthcan be selected, but the length can be adjusted based on the number ofhighlights of interest. For example, a threshold priority or excitementlevel can be determined: if an event has too few or too many highlightsthat reach the threshold to fill the allotted time, then the length ofthe highlight sequence can be adjusted downwards or upwards accordingly.In at least one embodiment, user 250 can be prompted to indicate whetherthe allotted time should be adjusted in this manner, or if the systemshould simply use the specified length for the customized highlightsequence, regardless of any threshold priority or excitement level.

Dynamic excitement level(s) for the selected event(s) is/are determined413. In at least one embodiment, this step includes generatingexcitement levels for possessions and/or occurrences within theevent(s), so that the excitement level rises and falls during the courseof the event(s). In at least one additional embodiment, this stepincludes generating excitement levels for interviews, analysis, and/orcommentary before, during, and after a given event. The dynamicexcitement level(s) can be combined with an excitement level for theevent as a whole, which may be based on a determination of howinterested a particular user 250 would be in that event. The dynamicexcitement level(s) can further be combined with an outline of astoryline or narrative that upwardly adjusts the potential interestlevel for those occurrences, analysis, and interviews that contributebest to the communicating the drama, intrigue, suspense, and excitementof the given event(s). The result of such combination, which may alsotake into account other available information about the possession orevent, is a priority value. Additional details concerning generation ofpriority values are provided below.

Techniques for determining excitement levels are described in theabove-cited related U.S. Utility applications. In at least oneembodiment, the excitement level(s) are determined based on personalcharacteristics of user 250 as obtained in step 410; for example, ifuser 250 is a fan of a particular team or player, occurrences involvingscoring by that team or player may be deemed to have a higher excitementlevel for user 250 than occurrences involving scoring by the other teamor other players. In embodiments where the customized highlight sequenceincludes highlights from multiple events, the selection of which eventsto draw highlights from may depend on whether user's 250 teams areinvolved in one event or another. Thus, step 413 may involve determiningthat the overall excitement level for an event may be higher if user 250is a fan of one of the teams involved in the event.

Some events may have high levels of excitement even for non-fans of oneof the teams. For example, if an event is a World Series game, the gamemay be of interest because of the importance of the game, even if user250 is not a fan of either team competing in the event.

One skilled in the art will recognize that priority is merely onepossible metric for determining which highlights should be included in aparticular highlight sequence. Other metrics can also be used, eitherinstead of or in addition to priority. In at least one embodiment, forexample, excitement level alone is used, without taking into accountother factors.

Occurrences having high priority (based on excitement level and/or otherfactors) are then identified 414 and selected 415. These steps may beperformed by, for example, setting a threshold priority and determiningwhich occurrences in the selected event(s) have a priority (for user250) that meets or exceeds the threshold. The threshold priority can beselected in such a manner as to ensure that the generated highlightsequence is of the correct length. Alternatively, the steps may beperformed by, for example, selecting a certain number of occurrences inthe selected event(s) that have the highest priorities (for user 250).

Once occurrences have been selected 415, a determination is made 416 asto the start/end times for highlights that include the selectedoccurrences. For example, if an occurrence is a goal, the few seconds orminutes preceding the goal, wherein the play is set up, may be includedin the highlight, and a few seconds or minutes of celebration after thegoal may also be included. The determination as to when the highlightshould stop and start can be made based on any suitable factors,including for example a determination of when the particular possessionbegan, or when the play began, or the most recent clock stoppage,inning, at-bat, video analysis of camera cuts or angle changes, or anyother suitable demarcation. A change in excitement level may be used todetermine suitable start/end points for the highlight. In at least oneembodiment, start/end times for highlights are chosen based on theduration of a possession, or on some portion of a possession. Whereappropriate, an instant replay of the occurrence may be included, whichmay show a different angle than the primary angle, or may be in slowmotion; such instant replay may be extracted from the event content inthe same manner as primary content. In addition, where appropriate,independent analysis of a given occurrence or one or more relevantinterviews of a player, coach, analyst, fan, etc. may be included.

In at least one embodiment, such demarcations of segments that includeoccurrences may be made in advance. For example, a video of a sportingevent may be available, along with start/end times for variouspossessions, plays, occurrences, innings, time-outs, and the like. Suchdata can be available from any suitable source, such as for example dataprovider(s) 222. Such data can be generated manually or in an automatedfashion. In at least one embodiment, data available from dataprovider(s) 222 can be supplemented with derived data. For example, ifdata from data provider(s) 222 includes raw data such as descriptions,event text, event identifiers, and the like, additional information canbe derived by applying natural language processing or other automatedtechniques to event text and/or descriptions.

In at least one embodiment, in some situations, the system adjustsstart/end times based on the available time for the customized highlightsequence. For example, if it is determined that a particular occurrencehas very high priority, but the start/end times of the occurrence aretoo long to reasonably fit in the allotted time for the customizedhighlight sequence, a shorter excerpt of the event (still including theoccurrence but having shorter duration than the specified start/endtimes indicate) may be included in the customized highlight sequence.Conversely, start/end times can be adjusted to lengthen the highlightsegment if more time is needed to fill the allotted time for thecustomized highlight sequence.

Further details and variations concerning the determination of start/endtimes for segments are described below.

Highlights are then assembled 417 to generate the highlight sequence. Inat least one embodiment, highlights are assembled in chronologicalorder, although in certain situations it may be preferable to use adifferent order. The highlight sequence can be supplemented, for examplewith automatically or manually generated segment transition sequences,and/or with captions, titles, descriptions, voice-overs, contextualinformation, and/or the like, for example to indicate the score,possession, game situation, or the like. Such supplemental informationcan be visual, text-based, graphical, audio, spoken word, or anycombination thereof. User 250 may have the option to turn on or off suchsupplemental information. Spoiler and spoiler-free supplementalinformation can be provided, giving user 250 a choice as to which he orshe prefers.

The highlight sequence is presented 418 to user 250. In at least oneembodiment, this is done by displaying a video (with accompanying audio)to user 250, containing the highlight sequence. In another embodiment,user 250 may be presented with a screen that allows him or her tonavigate to individual highlights or to see the entire sequence via a“play all” function; examples of such screens are shown in FIGS. 1A, 1B,and 1C. Any other suitable explanatory or contextual information can bedisplayed on such screen, if desired, and user 250 can be given anoption to turn on or off the display of such information. In at leastone embodiment, as shown in FIGS. 1A, 1B, and 1C, user 250 can adjustthe customized highlight sequence by clicking on links, for example tochange the team affinity or length of the sequence or turn on or offspoilers; this can cause any or all of steps 412 through 418 to berepeated in response to such changes.

The method then ends 499.

In at least one embodiment, as depicted in FIG. 4B, an iterative processis performed. Steps 410, 422, 411, 412, and 413 are performed asdescribed above. An initial threshold priority is established 419, andsteps 414 through 417 are performed as described above. Once thehighlight sequence has been assembled 417, its length is checked 420 todetermine whether it comports with the length of time available for thehighlight sequence, as determined in step 412. As described above, incertain situations, this determined length of time can be adjustedupwards or downwards. Also, in a least one embodiment, a tolerance maybe established, wherein the assembled highlight sequence may deviatefrom the specified length by up to some predetermined amount.

If, despite any adjustments and/or tolerances, the generated highlightsequence is not of the correct length, the threshold priority isadjusted 421, and steps 414 through 417, along with step 420, arerepeated with the new threshold priority. In this manner, an iterativeprocess is performed and, if necessary, repeated until a highlightsequence of acceptable length has been assembled.

Additional details are provided below.

In at least one embodiment, the system provides a mechanism by which asingle highlight segment is presented. For example, based on adetermination of user interests, excitement levels, event analysis, andthe like, the system determines a recommended excerpt of an event (ormultiple events). The recommended excerpt may be defined, for example,in terms of start and end times (measured according to a video clock orother clock), or in terms of a start time and playing through to the endof the event. The system can then present the recommended excerpt to theuser, either as a selectable clip or in connection with other excerptsfor other events. In at least one embodiment, such a technique allowsthe system to present a particularly exciting or interesting set ofoccurrences that take place within an event.

Possessions

In at least one embodiment, step 416 of the above-described methodinvolves identifying start/end times for highlights to be included inthe highlight sequence. In at least one embodiment, an event issubdivided into a series of possessions, wherein the term “possession”is broadly defined to include some portion of an event. Each possessioncan be defined as beginning with a specific action within an event andending with another specific action; this definition yields a start andend time for the possession. Demarcation of start/end times ofpossessions can depend on the type of event. For certain sporting eventswherein one team may be on the offensive while the other team is on thedefensive (such as basketball or football, for example), a possessioncan be defined as a time period while one of the teams has the ball. Insports such as hockey or soccer, where puck or ball possession is morefluid, a possession can be considered to extend to a period of timewherein one of the teams has substantial control of the puck or ball,ignoring momentary contact by the other team (such as blocked shots orsaves). For baseball, possessions are clearly defined as correspondingto a half-inning. For other types of sporting events as well as fornon-sporting events, the term “possession” may be somewhat of amisnomer, but is still used herein for illustrative purposes. Oneskilled in the art will recognize that the term is intended to applybroadly to any time-delimited portion of an event. Examples in anon-sporting context may include a chapter, scene, act, televisionsegment, or the like. A possession can include any number ofoccurrences.

For illustrative purposes, the following are examples of ways in which apossession can be defined for various types of sporting events:

-   -   Baseball: Each half-inning is a possession.    -   Football: A sequence of downs where a single team is in        offensive possession of the ball. A possession can end with a        score, turnover, punt, end of half, end of regulation, or end of        overtime.    -   Basketball: A sequence of plays where a single team is        predominantly in offensive possession of the ball and the        opposing team is not in possession of the ball. For clarity,        this means that a jump ball (no possession) in the middle of a        possession that is received by the offensive team keeps the        prior possession going. In addition, the defensive team is not        acknowledged to have possession of the ball until a first        defensive team member controlling the ball has maintained        control of the ball for at least two seconds (or some other        period of time), or a second defensive player has received or        played the ball in receipt from the first. In other words, a        defensive player poking the ball away from an offensive player        straight into another offensive player does not constitute a        change of possession.    -   Hockey: Same as basketball, except with reference to a puck        rather than a ball.    -   Soccer: Same as basketball.    -   Rugby: Same as basketball.    -   Cricket: Each over is a possession.    -   Tennis: Each game is a possession.    -   Golf: Each hole is a possession

Identification of possessions can help construct a narrative in thecontext of generating a customized highlight sequence. Excitement levelsand priorities can be determined for possessions, and such excitementlevels and priorities (which may be customized for a particular user250) can be used as a factor in selecting which occurrences orhighlights to include in the customized highlight sequence. Thus, in anembodiment where excitement levels can be determined for entire events(such as games), possessions, and/or individual occurrences, and whereinsuch excitement levels can be customized for a particular user 250), amore coherent narrative that is more likely to be interesting to user250 can be constructed.

For example, in some situations, a less exciting occurrence may beselected for inclusion because it is part of a possession that isjudged, on the whole, to have a high level of excitement. Such amethodology facilitates improved narrative cohesion, for example byshowing a number of plays (occurrences) that led up to an excitingscoring opportunity at the end of a possession. The individual plays maynot individually have high excitement levels, but they are includedbecause they lead up to an exciting conclusion of the possession. In atleast one embodiment, the priority value takes into account suchsituations, as described in more detail below.

In at least one embodiment, possessions are used as the time unit bywhich excitement levels and priorities are assessed and compared. Forexample, step 414 described above, in which occurrences having highpriority are identified, can be performed by ranking possessions toidentify those possessions having the highest priority; then selectingindividual occurrences within those identified possessions, based onpriority of the occurrences. Other techniques can be used for combiningpriority for possessions with priority for occurrences.

Referring now to FIG. 5A, there is shown an example of a table 500including information for a number of possessions during an event inchronological order, in this case a football game. Table 500 is anexample of the output of step 413 according to at least one embodiment,and includes the following columns:

-   -   Drive ID 501: an identifier of each possession, in this case        corresponding to a drive of the football game.    -   Team in possession 502: an indication of which team has        possession for this drive.    -   Novelty drive 503: a metric that indicates how interesting or        novel the drive was.    -   EQ final 504: the excitement level for the possession. In this        example, the excitement level is given as a score from 0 to 100.        The excitement level may or may not be customized to a        particular user 250.    -   Delta EQ 505: the change in excitement level from the previous        possession.    -   Delta comeback 506: a metric that indicates the likelihood that        a comeback is in progress and the magnitude of said comeback.    -   Nail biter 507: a metric that indicates the tension level in the        game, based for example on how close the score is, how close to        the end of the game we are, excitement level, and/or the like.    -   Score 508: Current score of the game during this possession.    -   Score change 509: Change in score since the previous possession.    -   Lead change 510: An annotation indicating that the lead changed        during this possession.    -   Possession priority 511: An overall indication of how important        this possession is to the over-arching narrative of the event.        In at least one embodiment, possession priority 511 is derived        from other values for this possession. In at least one        embodiment, possession priority 511 is used in determining which        highlight segments to include in a customized highlight        sequence.

Data such as that shown in FIG. 5A can be obtained from any suitablesource. In at least one embodiment, such data is obtained fromprovider(s) 222 of real-time sports information such as STATS™, OPTA™and Sports Direct™. Some or all of the data shown in FIG. 5A can bederived from such data obtained from provider(s) 222.

Excitement Level

Any suitable mechanism can be used for determining excitement level foran event, possession, or occurrence. In at least one embodiment,techniques as described in the above-cited related U.S. Utilityapplication Ser. No. 13/601,915 for “Generating Excitement Levels forLive Performances,” filed Aug. 31, 2012, are used. In general, in orderto customize the generation of highlight sequences for a user 250, thedescribed system determines excitement levels based on particularcharacteristics of that user 250.

In at least one embodiment, various factors are considered whendetermining excitement level. Such factors, may include, for example:

-   -   Pace of the event: for example, this may include a determination        of the energy level of the play in a sporting event.    -   Parity: A measure of how close the teams are. Overall score of        the game may be taken into account, as well as time of        possession, yards/down, and the like.    -   Novelty: a measure of how unusual an occurrence, possession or        game was, and/or whether any particularly interesting events        took place during the possession or game.    -   Momentum: an indication as to whether a shift in balance or        control has taken place as a result of a specific occurrence or        during the possession or game.    -   Context: takes into account factors such as whether the teams        are rivals, possible impact on playoffs or standing, series        score for a playoff game, leaderboard, and the like.    -   Social: a measure of activity in social networks concerning the        game, for example by detecting spikes in Twitter activity or the        like.

Any or all of the above factors can be used, singly or in any suitablecombination, to determine excitement level for an occurrence,possession, or overall event.

Priority

In various embodiments, priority can be determined for possessionsand/or occurrences (such as plays), and can be used by components of thedescribed system to determine which highlights to include in acustomized highlight sequence. Any suitable and available data can beused for deriving priority, including for example data available fromdata provider(s) 222.

At a high level, priorities for occurrences are a function of thenovelty of a specific occurrence, the novelty and excitement level ofthe possession in which the occurrence took place, the excitement levelof the event (for example, from the perspective of a neutral fan) at thetime that the occurrence took place, and the contribution of thespecific occurrence to the overall narrative of the event.

Priority for possessions and/or occurrences can be modified by theoverall excitement level of the event as a whole. For example, in thecontext of sporting events, priority for possessions and/or occurrencescan be modified by the excitement level of the game at the time that theoccurrences took place. Such modifications can take into account aparticular team or player as well as an affinity for that team or playeron the part of user 250. For specific teams, priority can be modifiedbased on the effect of the occurrence or possession on that team. Forspecific players, priority can be modified by the contribution of theplayer to a particular occurrence.

In some embodiments, other types of priority can also be used, includingteam priority, player priority, and/or fantasy priority. Each of thesedifferent categories of priorities is discussed in turn.

One skilled in the art will recognize that there are many ways tocalculate priorities. Thus, the particular methodologies described beloware intended to be illustrative, but not limiting of scope. Additionalmethodologies can be derived to suit different situations or individualpreference profiles.

Possession Priority

Possession priority refers to a priority, or rank, for a givenpossession within an event such as a game. In at least one embodiment,this priority can be generated from the perspective of a neutral fan,but can be adjusted based on user affinity to one or other of the teamsinvolved. The following is an example of a possession prioritycalculation for football:

-   -   Possession priority is the sum of a number of individual bonus        elements that are set by specific possession stats calculated by        the main game excitement algorithms:

Stat Description Possession Bonus novelty_drive novelty of the +1 ifnovelty_drive >=5, +2 current drive if novelty_drive >=8 EQ_neutralcurrent game +1 if game EQ >=75, +2 if excitement rating EQ >=90, +3 ifEQ >=99 abs(delta EQ) change in excitement +1 for delta EQ >=7, +2 iffrom prior drive delta EQ >=10 delta comeback change in comeback +1 fora comeback >=0.05, +2 novelty if comeback >=0.10 nail_biter close gamenear end +2 for any nail_biter of regulation lead change/ +1 for anylead change or new new tie tie abs(score +1 for any field goal, +2change) for all other score changes

Thus, in this example, possession priority is calculated as:possession_priority=Sum(Possession Bonus)

Referring again to FIG. 5A, there is shown table 500 which includesthese elements for various possessions in columns 504 through 510, andalso shows derived possession priority in column 511.

In at least one embodiment, possession priority can be used forgenerating customized highlight sequences, without necessarily computingoccurrence priority (see below). For example, a customized highlightsequence can be generated by applying one or more of the followingparameters:

-   -   all occurrences in all possessions where Possession        Priority>Possession Priority Threshold    -   all occurrences in all possessions where the aggregate time of        these plays is ⇐Time Allowance    -   all occurrences with an Occurrence Novelty>Novelty Threshold        where Possession Priority>Possession Priority Threshold    -   all occurrences with an Occurrence Novelty>Novelty Threshold        where the aggregate time of these occurrences is equal to a        given Time Allowance

Occurrence Priority or Play Priority

Occurrence priority refers to a priority, or rank, for a givenoccurrence, such as a play within a sporting event. In at least oneembodiment, this priority can be generated from the perspective of aneutral fan. In at least one embodiment, occurrence priority isgenerated for the following:

-   -   those occurrences that take place within possessions that exceed        a threshold possession priority; and    -   those occurrences that have a novelty value exceeding a        pre-determined novelty threshold, regardless of the possession        priority.

In at least one embodiment, if an occurrence qualifies in bothcategories, the highlight bonus values assigned to this individualoccurrence within each qualifying category are added together to producean aggregate bonus value for the occurrence. This aggregate bonus valueis then multiplied by the current excitement rating (EQ) of the game togenerate an occurrence priority value. This particular calculation ismerely exemplary; one skilled in the art will recognize that occurrencepriority can be calculated in other ways.

In at least one embodiment, the bonus value for each occurrence is thesum of the occurrence's calculated novelty value, plus any bonusmodifier an occurrence might receive from being within a key possession.For occurrences that are not in a key possession, a bonus value is notcalculated unless the individual occurrence novelty is greater than orequal to 2.

In summary:

-   -   Bonus Modifier for occurrences within possessions where        possession_priority>=4 (Key Possessions):    -   Bonus Modifier=+4 for the scoring occurrence in drives that        result in the last lead change or the game winning score.    -   Bonus Modifier=+2 for all other occurrences in drives that        result in either the last lead change or the game winning score.    -   Bonus Modifier=+1 for occurrences in all other key possessions.

Thus, in this example, occurrence priority (also referred to as playpriority) is calculated as:play_priority=(Bonus Value+Bonus Modifier)*EQ_neutral

In at least one embodiment, occurrence priority can be used forgenerating customized highlight sequences, once occurrence priority hasbeen calculated. For example, a customized highlight sequence can begenerated by applying one or more of the following parameters:

-   -   all occurrences where Occurrence Priority>Occurrence Priority        Threshold    -   all occurrences with a Occurrence Priority>Occurrence Priority        Threshold where Possession Priority>Priority Threshold    -   all occurrences with a Occurrence Priority>Occurrence Priority        Threshold where the aggregate time of these occurrences is equal        to a given Time Allowance

Team Priority

Team priority refers to a priority, or rank, for a given occurrence orpossession within an event from the perspective of a fan of one or theother teams playing. In other words, the priority takes into accountuser affinity to one or other of the teams involved. In at least oneembodiment, team priority is calculated in the same manner as occurrencepriority or possession priority, except that a fan perspectiveexcitement rating (referred to as EQ_away or EQ_home) is used to computeoccurrence priority and possession priority, rather than neutralperspective statistic, EQ_neutral. Further adjustments can also be made;for example, in at least one embodiment, a +2 Possession_Bonus is addedto any score by the fan's favorite team.

The following is an example of a team possession priority calculationfor football:

Team possession priority is the sum of a number of individual bonuselements that are set by specific possession stats calculated by themain game excitement algorithms:

Stat Description Possession Bonus novelty_drive novelty of the +1 ifnovelty_drive >=5, +2 current drive if novelty_drive >=8 EQ_team currentgame excitement +1 if team EQ >=75, +2 if rating from perspectiveEQ >=90, +3 if EQ >=99 of _away or _home team abs(delta change inexcitement +1 for delta EQ >=7, +2 if EQ_team) from prior drive deltaEQ >=10 delta comeback change in comeback +1 for a comeback >=0.05, +2novelty if comeback >=0.10 nail_biter close game near end +2 for anynail_biter of regulation lead change/ +1 for any lead change or new newtie tie abs(score +1 for any field goal and +2 change) for all otherscore changes by opposing team; +3 for any field goal and +4 for allother score changes by favorite team

Thus, in this example, team possession priority is calculated as:possession_priority=Sum(Possession_Bonus)

In at least one embodiment, team occurrence priority is generated forthe following:

-   -   those occurrences that take place within possessions that exceed        a threshold team possession priority; and    -   those occurrences that have a team novelty value exceeding a        pre-determined novelty threshold, regardless of the possession        priority.

In at least one embodiment, if an occurrence qualifies in bothcategories, the highlight bonus values assigned to this individualoccurrence within each qualifying category are added together to producean aggregate bonus value for the occurrence. This aggregate bonus valueis then multiplied by the current excitement rating (EQ) of the game togenerate a team occurrence priority value. This particular calculationis merely exemplary; one skilled in the art will recognize that teamoccurrence priority can be calculated in other ways.

In at least one embodiment, the bonus value for each occurrence is thesum of the occurrence's calculated novelty value, plus any bonusmodifier an occurrence might receive from being within a key possession(team_possession_priority>=4). For occurrences that are not in a keypossession, a bonus value is not calculated unless the individualoccurrence novelty is greater than or equal to 2.

In summary:

-   -   Bonus Modifier for occurrences within possessions where        team_possession_priority>=4(Key Possessions):        -   Bonus Modifier=+4 for the scoring occurrence in drives that            result in the last lead change or the game winning score.        -   Bonus Modifier=+2 for all other occurrences in drives that            result in either the last lead change or the game winning            score.        -   Bonus Modifier=+2 for key possessions that result in a            favorite team score        -   Bonus Modifier=+1 for occurrences in all other key            possessions.

Thus, in this example, occurrence priority (also referred to as playpriority) is calculated as:team_play_priority=(Bonus Value+Bonus Modifier)*EQ_team

In at least one embodiment, team occurrence priority can be used forgenerating customized highlight sequences based on team occurrences,once occurrence priority has been calculated. For example, a customizedhighlight sequence based on specific team occurrence priorities can begenerated by applying one or more of the following parameters:

-   -   all occurrences where Team Occurrence Priority>Occurrence        Priority Threshold    -   all occurrences with a Team Occurrence Priority>Occurrence        Priority Threshold where Possession Priority>Priority Threshold    -   all occurrences with a Team Occurrence Priority>Occurrence        Priority Threshold where the aggregate time of these occurrences        is equal to a given Time Allowance

Player Priority

Player priority refers to a priority, or rank, for a given occurrence orpossession within an event involving a specific player from theperspective of a fan of the player's team or a neutral fan, i.e., a userwho is a fan of a specific player but not the team on which the playerplays. In other words, the priority can take into account user affinityfor the player's team, if that preference happens to be relevant. In atleast one embodiment, player priority is calculated as the product ofplayer novelty (novelty_player offense or novelty_player defense) andthe current team excitement rating (EQ_away, EQ_home, or EQ_neutral), asfollows:player_priority=novelty_player*EQ_team

In at least one embodiment, player priority can be used for generatingcustomized highlight sequences, once player priority has beencalculated. For example, a customized highlight sequence based onspecific player priorities can be generated by applying one or more ofthe following parameters:

-   -   all occurrences involving specific players of interest    -   all occurrences where Player Priority>Player Priority Threshold    -   all occurrences with a Player Priority>Player Priority Threshold        where the aggregate time of these occurrences is equal to a        given Time Allowance

Fantasy Priority

Fantasy priority refers to a priority, or rank, for a given occurrenceor possession within an event involving a specific fantasy player (i.e.a player belong to a user's team in a fantasy league), from theperspective of a fan of the player's team or a neutral fan. In at leastone embodiment, fantasy priority is calculated as the product ofabs(player priority) and occurrence priority (i.e. play priority)divided by 100, as follows:fantasy_priority=[abs(player_priority)*play_priority]/100.0

In at least one embodiment, fantasy priority can be used for generatingcustomized highlight sequences for a specific roster of fantasy players,once fantasy priority has been calculated. For example, a customizedhighlight sequence based on specific fantasy priorities can be generatedby applying one or more of the following parameters:

-   -   all occurrences involving fantasy players on a given roster    -   all occurrences where Fantasy Priority>Fantasy Priority        Threshold    -   all occurrences with a Fantasy Priority>Fantasy Priority        Threshold where the aggregate time of these occurrences is equal        to a given Time Allowance

Similar rules can be applied to fantasy players on the opponent's teamroster to create a fantasy highlight reel that includes occurrences fromboth teams and yields a highlight reel of a virtual fantasy game.

In various embodiments, any or all of the above types of priority can beused to determine which highlights to include in a highlight sequence.FIGS. 5B through 5F provide various examples of tables resulting fromfiltering and ranking possessions and occurrences in various ways. Theseexamples refer to the same event (game) that was summarized by the table500 in FIG. 5A.

Referring now to FIG. 5B, there is shown an example of a table 520including information for those possessions where the possessionpriority is greater than or equal to 4. This example illustrates theprocess of filtering possessions to only include those of high priority.

Referring now to FIG. 5C, there is shown an example of a table 525including information for those occurrences (plays) where the occurrencepriority is greater than or equal to 180. This example illustrates theprocess of filtering occurrences to only include those of high priority.

In at least one embodiment, rather than using a threshold priority todetermine which highlights to include, the system may select the N mostexciting occurrences (plays) for inclusion in a highlight sequence,based on occurrence priority, possession priority, or any otherpriority. Referring now to FIGS. 5D, 5E, and 5F there are shown examplesof tables 530 including information for those occurrences (plays) deemedto be the 10, 15, or 20 most exciting occurrences in the game, based onoccurrence (play) priority.

As described above, the system can use fantasy priority to determinewhich highlights to include. A fantasy roster can be consulted orgenerated, indicating which players are included in a user's fantasyleague team. An example of an excerpt of such a roster is shown in table535 of FIG. 5G. Referring now to FIG. 5H, there is shown an example of atable 540 including information for occurrences (plays) involvingplayers on the fantasy roster; fantasy priority is included in table540, allowing occurrences to be filtered accordingly. Tables can also beconstructed for individual players on the fantasy roster, as shown inthe example tables 545 of FIGS. 5I, 5J, and 5K.

Referring now to FIG. 5L, there is shown an example of a table 550including information for those occurrences (plays) involving players ona user's fantasy roster where the fantasy priority is greater than orequal to 180, according to one embodiment. This example illustrates theprocess of filtering occurrences to only include those of high fantasypriority. Although the occurrences on table 550 involve multiple playerson multiple actual teams, they can be assembled into a single highlightsequence customized to a particular user 250 who has a fantasy teamincluding these players.

Narrative and Theme

In at least one embodiment, the system constructs the customizedhighlight sequence so that it provides a cohesive narrative depicting anevent (or set of events). The narrative provides a structural frameworkfor presenting highlights in a manner that navigates from a beginning toa middle to an end. For example, the narrative can follow a journey fromintroduction to storyline development to suspenseful challenge(s) tochallenge resolution(s) to closure with any number of “surprisingdevelopments” layered throughout. Such narrative can be automatically ormanually constructed, and can be based, for example, on availability ofparticular highlights, external factors, historical context, and/or thelike. Individual highlights are automatically selected so that theysupport the narrative; in at least one embodiment, a determination as towhether to include a particular highlight is based, at least in part, onits ability to support the narrative.

In at least one embodiment, the system identifies those occurrences,such as possessions or plays, that precede an exciting occurrence orpossession and are part of the set-up to that exciting occurrence orpossession. An example is a baseball player who gets walked immediatelybefore a home run. These precedent plays may not necessarily be excitingin-and-of-themselves, but they may be included in the customizedhighlight sequence based on a determination that they contribute to thenarrative of the overall sporting event, and in particular areprecursors to an exciting event such as a home run. Accordingly, in atleast one embodiment, the system described herein takes into accountsuch narrative contributions by making associations between excitingoccurrences and those occurrences that precede the exciting occurrenceand are part of the narrative that leads up to the exciting occurrence.

Various techniques can be used for improving and enhancing the narrativequality of the customized highlight sequence. One approach is to takeinto account a notion of theme when constructing the highlight sequence.For example, a theme may emerge when a particular type of play appearsseveral times within a single sporting event, or if a player has aparticularly good game, or if some unusual event or coincidence occurs.Such identification of a theme can affect the selection of highlightsfor the highlight sequence: for example, if a player has a particularlygood game, the highlight sequence may be constructed so that it includesseveral occurrences (plays) involving that player. In at least oneembodiment, this is accomplished by adjusting priorities for occurrencesthat reinforce the identified theme.

In at least one embodiment, theme can be identified in an automated way,by analyzing statistics associated with the event. Alternatively, themecan be specified manually. Unusual or remarkable patterns can beidentified by virtue of their divergence from normally expectedstatistical distributions. Once a theme has been identified, prioritiesare automatically adjusted to emphasize the theme.

In at least one embodiment, the determination as to whether anidentifiable theme should be used in constructing a highlight sequencecan depend on any of several factors. For example, if the specifiedallotted time for the highlight sequence is insufficient to effectivelyconstruct a narrative including a theme, the theme can be abandoned forthat highlight sequence.

Game Clock and Video Clock

As described above, in at least one embodiment, start/end times forhighlight segments can be defined in terms of elapsed time since thebeginning of an event. Such a measure is referred to herein as a “videoclock”, although it can also be referred to as a “real-time clock”. Suchvideo clock, which measures actual elapsed time since the beginning ofan event, is in contrast to a game clock. Many sports (such asbasketball, hockey, or football) have a game clock that indicates thetime remaining in the game, but such a game clock does not correspond toreal elapsed time because of stoppages, time-outs, intermissions, and/orthe like. In other sports, such as baseball, there is no game clock.

In many situations, event data from sources such as data provider(s) 222is specified in terms of game time (for sports such as basketball,hockey, soccer, or football), or in terms of inning (for baseball). Itis beneficial, therefore, to develop a correlation between suchidentifications of game time or inning with actual elapsed time, so thatstart/end times for highlight segments can accurately be determined. Anyof a number of techniques can be used for determining such correlations,including the following, either singly or in any combination:

-   -   In some situations, data provider(s) 222 may provide a        time-stamp indicating actual elapsed time for each occurrence.    -   Video analysis and/or optical character recognition can be        applied to the real-time or recorded video or digital stream of        an event, particularly if an on-screen game clock is present.        The on-screen clock can thus be reconciled with elapsed time.    -   Audio or closed-caption analysis can be applied to the real-time        or recorded video or digital stream of an event, leveraging        natural language processing to take cues from the spoken word to        synchronize the game clock with the video clock.    -   Detection of when actual play is taking place as opposed to a        stoppage, for example by analysis to detect motion on the        playing surface, commercials or time-outs, or the like.    -   Determination of elapsed time based on when data became        available from data provider(s) 222, on the assumption that data        becomes available just after each occurrence takes place. If        there is a delay in receiving such data, but such delay is        consistent, then a determination of elapsed time in this manner        can still be relatively accurate.

Real-Time Catch-Up

In at least one embodiment, the described system provides a mechanism bywhich a user can watch highlights of an event while the event is stillin progress. For example, a user may be interested in watching asporting event that is currently in progress. However, instead ofwatching the event live, the user may wish to start watching highlightsof the first part of the event, and then catch up to the live event, sothat he or she can watch the latter part of the event live. This formatallows the user to view important occurrences from the first part of theevent, which he or she would otherwise have missed had he or she merelystarted watching live.

In at least one embodiment, the described system provides an option forreal-time catch-up viewing, wherein a highlight sequence is presentedfor a first part of an event, transitioning to a full (unexpurgated)version from a certain point until the end of the event. The userselects an event to watch. If the event is currently in progress, thesystem generates and displays a customized highlight sequence for theevent up to that point in time, using any or all of the techniquesdescribed above. Upon conclusion of the highlight sequence, a transitionmay be presented and the system can then begin showing the uneditedevent from that point on, either live or delayed/recorded.

As described above, the user can be prompted to specify a total lengthof time for the highlight sequence; alternatively, the system canautomatically select the length of time based on any suitable factors,such as for example the amount of time remaining in the live event.

Additional occurrences may take place in the event while the user isstill watching the highlight sequence. In at least one embodiment, thesystem can dynamically add highlights depicting such additionaloccurrences to the highlight sequence, even as the highlight sequence isbeing viewed. In at least one embodiment, the system continues toanalyze occurrences as they take place to determine whether highlightsdepicting such occurrences should be added to the highlight sequence.Dynamically adding such highlights extends the length of the highlightsequence; thus, in at least one embodiment, newly added highlights canreplace previously selected highlights that are deemed to be of lessinterest (assuming the previously selected highlights have not yet beenshown to the user). Alternatively, the user can be prompted as towhether he or she would like the highlight sequence to be extended bythe dynamic addition of selected highlights.

Such an embodiment allows a user to watch a condensed version of a gameor other event to a certain point, and then to see the remainder of theevent live. Such a technique can be used even if the event is notcurrently in progress: the user can watch the highlight sequence thatcovers the event to a certain point, and can then transition to anunedited version of the event from that point on, whether in a liveformat or in a delayed/recorded format.

In at least one embodiment, the user can be presented with multiplehighlight sequences for events in progress. For example, he or she canchoose to see a highlight sequence for every game that is currentlyavailable for him or her to watch, or every game within a particularsport or league, or for teams in a particular geographic area. Then,after viewing some or all of the highlight sequences, the user can makea decision as to which game to watch live. Other variations arepossible.

The present system and method have been described in particular detailwith respect to possible embodiments. Those of skill in the art willappreciate that the system and method may be practiced in otherembodiments. First, the particular naming of the components,capitalization of terms, the attributes, data structures, or any otherprogramming or structural aspect is not mandatory or significant, andthe mechanisms and/or features may have different names, formats, orprotocols. Further, the system may be implemented via a combination ofhardware and software, or entirely in hardware elements, or entirely insoftware elements. Also, the particular division of functionalitybetween the various system components described herein is merelyexemplary, and not mandatory; functions performed by a single systemcomponent may instead be performed by multiple components, and functionsperformed by multiple components may instead be performed by a singlecomponent.

Reference in the specification to “one embodiment” or to “an embodiment”means that a particular feature, structure, or characteristic describedin connection with the embodiments is included in at least oneembodiment. The appearances of the phrases “in one embodiment” or “in atleast one embodiment” in various places in the specification are notnecessarily all referring to the same embodiment.

Various embodiments may include any number of systems and/or methods forperforming the above-described techniques, either singly or in anycombination. Another embodiment includes a computer program productcomprising a non-transitory computer-readable storage medium andcomputer program code, encoded on the medium, for causing a processor ina computing device or other electronic device to perform theabove-described techniques.

Some portions of the above are presented in terms of algorithms andsymbolic representations of operations on data bits within the memory ofa computing device. These algorithmic descriptions and representationsare the means used by those skilled in the data processing arts to mosteffectively convey the substance of their work to others skilled in theart. An algorithm is here, and generally, conceived to be aself-consistent sequence of steps (instructions) leading to a desiredresult. The steps are those requiring physical manipulations of physicalquantities. Usually, though not necessarily, these quantities take theform of electrical, magnetic or optical signals capable of being stored,transferred, combined, compared and otherwise manipulated. It isconvenient at times, principally for reasons of common usage, to referto these signals as bits, values, elements, symbols, characters, terms,numbers, or the like. Furthermore, it is also convenient at times, torefer to certain arrangements of steps requiring physical manipulationsof physical quantities as modules or code devices, without loss ofgenerality.

It should be borne in mind, however, that all of these and similar termsare to be associated with the appropriate physical quantities and aremerely convenient labels applied to these quantities. Unlessspecifically stated otherwise as apparent from the following discussion,it is appreciated that throughout the description, discussions utilizingterms such as “processing” or “computing” or “calculating” or“displaying” or “determining” or the like, refer to the action andprocesses of a computer system, or similar electronic computing moduleand/or device, that manipulates and transforms data represented asphysical (electronic) quantities within the computer system memories orregisters or other such information storage, transmission or displaydevices.

Certain aspects include process steps and instructions described hereinin the form of an algorithm. It should be noted that the process stepsand instructions can be embodied in software, firmware and/or hardware,and when embodied in software, can be downloaded to reside on and beoperated from different platforms used by a variety of operatingsystems.

The present document also relates to an apparatus for performing theoperations herein. This apparatus may be specially constructed for therequired purposes, or it may comprise a general-purpose computing deviceselectively activated or reconfigured by a computer program stored inthe computing device. Such a computer program may be stored in acomputer readable storage medium, such as, but is not limited to, anytype of disk including floppy disks, optical disks, CD-ROMs, DVD-ROMs,magneticoptical disks, read-only memories (ROMs), random access memories(RAMs), EPROMs, EEPROMs, flash memory, solid state drives, magnetic oroptical cards, application specific integrated circuits (ASICs), or anytype of media suitable for storing electronic instructions, and eachcoupled to a computer system bus. The program and its associated datamay also be hosted and run remotely, for example on a server. Further,the computing devices referred to herein may include a single processoror may be architectures employing multiple processor designs forincreased computing capability.

The algorithms and displays presented herein are not inherently relatedto any particular computing device, virtualized system, or otherapparatus. Various general-purpose systems may also be used withprograms in accordance with the teachings herein, or it may proveconvenient to construct more specialized apparatus to perform therequired method steps. The required structure for a variety of thesesystems will be apparent from the description provided herein. Inaddition, the system and method are not described with reference to anyparticular programming language. It will be appreciated that a varietyof programming languages may be used to implement the teachingsdescribed herein, and any references above to specific languages areprovided for disclosure of enablement and best mode.

Accordingly, various embodiments include software, hardware, and/orother elements for controlling a computer system, computing device, orother electronic device, or any combination or plurality thereof. Suchan electronic device can include, for example, a processor, an inputdevice (such as a keyboard, mouse, touchpad, track pad, joystick,trackball, microphone, and/or any combination thereof), an output device(such as a screen, speaker, and/or the like), memory, long-term storage(such as magnetic storage, optical storage, and/or the like), and/ornetwork connectivity, according to techniques that are well known in theart. Such an electronic device may be portable or nonportable. Examplesof electronic devices that may be used for implementing the describedsystem and method include: a desktop computer, laptop computer,television, smartphone, tablet, music player, audio device, kiosk,set-top box, game system, wearable device, consumer electronic device,server computer, and/or the like. An electronic device may use anyoperating system such as, for example and without limitation: Linux;Microsoft Windows, available from Microsoft Corporation of Redmond,Wash.; Mac OS X, available from Apple Inc. of Cupertino, Calif.; iOS,available from Apple Inc. of Cupertino, Calif.; Android, available fromGoogle, Inc. of Mountain View, Calif.; and/or any other operating systemthat is adapted for use on the device.

While a limited number of embodiments have been described herein, thoseskilled in the art, having benefit of the above description, willappreciate that other embodiments may be devised. In addition, it shouldbe noted that the language used in the specification has beenprincipally selected for readability and instructional purposes, and maynot have been selected to delineate or circumscribe the subject matter.Accordingly, the disclosure is intended to be illustrative, but notlimiting, of scope.

What is claimed is:
 1. A computer-implemented method of generating ahighlight sequence customized for presentation to a user, comprising: ata processor, receiving a request for a customized highlight sequence ofa source content from a client device associated with a user; at theprocessor, identifying individual occurrences within the source content;at the processor, automatically generating a plurality of segments fromthe source content, each segment corresponding to at least one of theidentified individual occurrences; at the processor, automaticallyprioritizing the identified occurrences based on one or more excitementlevels associated with the user; at the processor, automaticallydetermining the user's preference for transitions; at the processor,automatically and based on the prioritization, selecting a subset of theidentified occurrences for inclusion in the customized highlightsequence, and determining, based on the user's preference for thetransitions, at least one customized transition between the identifiedoccurrences, wherein the at least one customized transition comprisessupplemental information associated with at least one identifiedoccurrence; at the processor, automatically assembling segmentscorresponding to the selected subset of occurrences and the at least onecustomized transition to create the customized highlight sequence; andcausing the client device to display the customized highlight sequencecomprising the automatically assembled segments by sending thecustomized highlight sequence to the client device.
 2. Thecomputer-implemented method of claim 1, further comprising: at theprocessor, automatically determining the one or more excitement levelsassociated with the user.
 3. The computer-implemented method of claim 2,wherein the source content is associated with a sporting event, andwherein automatically determining the one or more excitement levelsassociated with the user comprises: at the processor, determining atleast one characteristic of the user, the at least one characteristiccomprising the user's affinity for at least one a team, sport, player,or league of the sporting event.
 4. The computer-implemented method ofclaim 2, wherein automatically determining the one or more excitementlevels associated with the user comprises tracking user behavior.
 5. Thecomputer-implemented method of claim 2, wherein automaticallydetermining the one or more excitement levels associated with the usercomprises querying the user.
 6. The computer-implemented method of claim1, wherein the source content is associated with a sporting event,wherein the one or more excitement levels are based on attributes of thesporting event.
 7. The computer-implemented method of claim 6, whereinthe attributes of the sporting event comprise at least one of teamsplaying at the sporting event, players playing at the sporting event,pace of the sporting event, parity between the teams playing at thesporting event, novelties during the sporting event, momentum of thesporting event, or social media activity associated with the sportingevent.
 8. The computer-implemented method of claim 1, wherein thesupplemental information comprises at least one of: descriptiveinformation that reveals at least one outcome in the at least oneidentified occurrence; or descriptive information that does not revealoutcomes in the at least one identified occurrence.
 9. Thecomputer-implemented method of claim 1, wherein the source contentcomprises at least one of: a live broadcast; a recorded broadcast; avideo archive; content from a web site; content from a video-sharingsite; content stored on a server; content stored on a mobile computingdevice; content stored on a camera; on-demand content; content storedlocally; content captured by a device associated with the user; andpre-curated content.
 10. A system comprising: a computer readablenon-transitory storage medium storing computer program instructions; andat least one processor configured to execute the computer programinstructions to cause the system to perform operations comprising:receiving a request for a customized highlight sequence of a sourcecontent from a client device associated with a user; identifyingindividual occurrences within the source content; automaticallygenerating a plurality of segments from the source content, each segmentcorresponding to at least one of the identified individual occurrences;automatically prioritizing the identified occurrences based on one ormore excitement levels associated with the user; automaticallydetermining the user's preference for transitions; automatically andbased on the prioritization, selecting a subset of the identifiedoccurrences for inclusion in the customized highlight sequence, anddetermining, based on the user's preference for the transitions, atleast one customized transition between the identified occurrences,wherein the at least one customized transition comprises supplementalinformation associated with at least one identified occurrence;automatically assembling segments corresponding to the selected subsetof occurrences and the at least one customized transition to create thecustomized highlight sequence; and causing the client device to displaythe customized highlight sequence comprising the automatically assembledsegments by sending the customized highlight sequence to the clientdevice.
 11. The system of claim 10, the operations further comprising:automatically determining the one or more excitement levels associatedwith the user.
 12. The system of claim 11, wherein the source content isassociated with a sporting event, and wherein the operation ofautomatically determining the one or more excitement levels associatedwith the user comprises: determining at least one characteristic of theuser, the at least one characteristic comprising the user's affinity forat least one a team, sport, player, or league of the sporting event. 13.The system of claim 11, wherein the operation of automaticallydetermining the one or more excitement levels associated with the usercomprises tracking user behavior.
 14. The system of claim 11, whereinthe operation of automatically determining the one or more excitementlevels associated with the user comprises querying the user.
 15. Thesystem of claim 11, wherein the source content is associated with asporting event, wherein the one or more excitement levels are based onattributes of the sporting event.
 16. The system of claim 15, whereinthe attributes of the sporting event comprise at least one of teamsplaying at the sporting event, players playing at the sporting event,pace of the sporting event, parity between the teams playing at thesporting event, novelties during the sporting event, momentum of thesporting event, or social media activity associated with the sportingevent.
 17. The system of claim 10, wherein the supplemental informationcomprises at least one of: descriptive information that reveals at leastone outcome in the at least one identified occurrence; or descriptiveinformation that does not reveal outcomes in the at least one identifiedoccurrence.
 18. The system of claim 10, wherein the source contentcomprises at least one of: a live broadcast; a recorded broadcast; avideo archive; content from a web site; content from a video-sharingsite; content stored on a server; content stored on a mobile computingdevice; content stored on a camera; on-demand content; content storedlocally; content captured by a device associated with the user; andpre-curated content.